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Kngt_Of_Titania

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Everything posted by Kngt_Of_Titania

  1. So I've done it multiple times, with a variety of different outcomes (not since the exp change, but doing that now), and usually it's not much of a problem regardless. In addition, I make sure never to use the Secret Book or Speedwings you get, which go a long way to patching up bad level ups. For the most part, it's a gradual ramp up of difficulty, and the chapters leave enough leeway (since I'm not really at full throttle in terms of difficulty yet, to allow you a chance to raise your team) that even if your characters get mostly screwed, it's not a huge problem (also, the fact that most characters level only 3-4 times past base so far doesn't hurt this aspect, either). The new exp system, the fact that you get a large team properly leveled to the chapter when you get them in case one of your main cast gets screwed, and the arena system I want to implement later (i.e. it's like FE12 training that you can access in the World Map from Serafew) will all work together to minimize the devastation caused by really shitty RNG. But I suppose, like FE12 Maniac/Lunatic, if no character ever gets a stat on level up due to godly bad RNG, the game would eventually get REALLY hard.
  2. Expected this thread to be about: https://www.youtube.com/watch?v=gqGL9B_TPTI Left disappointed. Whenever I watch this video as an adult, I always wonder why I never got it was about a priest who was horny for a gypsy and is so screwed up in the head (pun intended) that he concludes that she has to die for making him sexually aroused. Random fact: The silhouette of the gypsy that appears in the fire is clothed in the U.S. edition, but is actually naked in some of the international editions. My guess is some of the artists at Disney had a fun time with this scene.
  3. My apologies for the double post, but I have some new information to bring on the KoT patch! As of right now, chapters 5x and 6 are now finished and ready to go, and I've fixed quite a few things about how the previous chapters worked. There's so many little nice things in the up and coming version of the KoT Patch, I don't even know where to begin! First, some characters have undergone a bit of a remake in the KoT Patch, reinventing themselves in new (and hopefully better ways)! I'd tell you, but I think it'd be better to let them show you: In addition, the "feel" of chapter 5x has been bolstered from its original version -- you face a multitude of enemies with only a few troops, no healers, and with limited supplies. Reckless action will be punished; only those with tactical prowess worthy of Ephraim will succeed! I wouldn't worry too much, though; the chests inside the castle offer some nice bounties to make your trip a little less stressful: Chapter 6 has been completely revolutionized, being one of the more ambitious chapters thus far in the KoT Patch. In fact, I had to break new ground on learning conditions for FE8 (of which EA has no known support for) just to make this chapter work! It is most likely unlike any chapter you've ever played in any vanilla game; although the goal of "Kill All Enemies" seems simple enough, it is comprised of four distinct phases that must be conquered by the player before you can finish your objective. But, "KoT!", you say! "Isn't this like FE4, with all of their castles? How is this new?" But "Wait!", I say! "Does FE4 have these phases coincide with one another?" That's right! These "phases" are defined largely by map-wide effects brought on by hexes cast by reinforcements that come at set turns. Only by defeating Novala's disciples, will you see these hexes end! This means that, while you are punished for rushing through the chapter by meeting a massive wave of foes, the slow among you will find yourselves overwhelmed by increasingly mounting odds. It is truly a devious ambush -- the enemy is prepared for you, and will stop at no dirty tactic to see you dead! I won't say much more, but I will give you another small bone: I may or may not have a character join your army in C6; one that I'm sure that you will appreciate seeing this soon on your journey. "KoT!", you say! "What is C6 like? I NEED TO KNOW! I NEED PICS! SEND ME PICS!" "Ah, and you shall have your wish! For the KoT Patch is taking part in FEE3, and I shall have them play through the chapter. And after FEE3 has ended, I shall have a new patch with all of the new changes for all to enjoy!" ...And you thought it was over! But no! More is to come! Playtesters noticed that, through manipulating boss EXP bonuses and some luck with levels, it was possible to get Seth to be a little too powerful. I want Seth to be viable late-game, but I can't have him overwhelm everybody else, so I fixed up vanilla experience bonuses a little to make it far easier to train lower level characters and punish focusing kills on just a few higher level characters, strongly encouraging having a larger, well-balanced team. So how did I do this? First, I fixed up the boss EXP bonus and the thief EXP bonus; instead of giving a flat 40 and 20 experience, they now give 2x EXP and 1.5x EXP multipliers. While this comes out to about the same bonus EXP for most characters, high level characters (like Seth) will see a massive decrease in experience gain from thieves and bosses as a result, especially with the new EXP calculations for kills, which I will explain shortly. Second, I made a small change in the experience formula for kills, which resulted in a huge change to the experience gained; in short, I took the term the game used to blatantly favor high level characters and switched it around to make it favor lower level characters, as you can see in the graphs below: [spoiler=Formula Change] Original: Experience for Killing Enemy (Base) = 20 + [(enemy's Level x enemy's Class power) + enemy's Class bonus B] - { [(Level x Class power) + Class bonus B] / Mode coefficient } Mode coefficient: If Experience from defeating (base) is calculated as 0 or negative, this value is 2. Otherwise, it is 1. New: Experience for Killing Enemy (Base) = 21 + {[(enemy's Level x enemy's Class power) + enemy's Class bonus B] - [(Level x Class power) + Class bonus B]} * Mode coefficient Mode coefficient: If Experience from defeating (base) is calculated as 0 or positive, this value is 2. Otherwise, it is 1. [spoiler=Graphs] Previously, it took about a 7 level advantage over the enemy to gain roughly 15 experience instead of 30; now, it takes about a 4-5 level advantage. However, if you're lower than the enemy's level, you undergo a massive increase in experience gained, making it FAR easier to level up underleveled characters. These changes work promote feeding kills to those who have fallen behind and encourages keeping your party around the same level, far more than the old system. It also keeps Seth in check, the original problem. However, I thought it wise to keep the experience gained from damaging the enemy the same, allowing Seth to gain a level or two on average by C7-C8, to avoid being doubled and falling off too hard into mid-game; however, he gets no extra experience from killing ANY enemy for a long while (unlike the old system, where he starts to), so it's a really good idea to have other characters do it. These changes should prevent multiple problems down the road, keeping player levels in check (especially important with the KoT patch's FE10 style growths) and keeping Seth in check. Yay~ ...And last, but not least, I have a couple more small changes to wrap up this update. > I have updated enemy stats to better balance them. > Iron weapons now give 2 WEXP to help people train their weapon of choice and give more incentive to use them. Stay tuned! The KoT Patch keeps on chugging along, thanks to all the support and devoted fans! I strive to bring you...a better FE8!
  4. Making sure. The deadline is NOT today? If so, I do have a version ready to go, but I'd like like a couple more days to define. In b4 I complain about my hack not being in OP
  5. Obviously it belongs to me. I mean, I bet it's you, Cam. XD
  6. How dare you, sir! Not everybody hates Ronan! /whiteglove Anyways, loving the videos, man.
  7. KoT Patch is up and running! Getting close to being ready for FEE3!

  8. My apologies then. Your original post just came across to me as a little, well, elitist. I thought that's where you were coming from, and so I took it the wrong way.
  9. I can't say that he did not intend to carry it out for certain, because I don't know him and I'm not a mindreader; hell, he might just BE serious about it. However, our legal system says you have to prove beyond a reasonable doubt that he DID intend to carry out the threat, not just question whether he might have. And besides, the Texas penal code wouldn't specifically separate the making of the threat and the intent to carry it out because they assume it's one of the same (i.e. making the threat isn't considered absolute proof that you intend to carry it out).
  10. The [precedent behind the] first amendment AND the Texas penal code say you need TO HAVE INTENT to act on threats for the government to charge you with a crime. If they find proof that he had considered doing this seriously, then I agree with you. But the outrage of this is that they don't (from the information that we know). Unless they find a weapon corresponding with the threat, or repeated statements observed by witnesses, or the like, they have no legal grounds to arrest him. In this respect, it isn't even an argument; it's a statement of fact codified in both state and national law. The state needs to: A) Have the threat, AND B) Have proof that he was intending to act on it. They might have A, but they do not have B (again, as far as we know).
  11. I forgot that the police had to get a search warrant to find the weapons that the kid was going to use to carry out his "threat" before they arrested him. Oh, wait. They didn't. (a) A person commits an offense if he threatens to commit any offense involving violence to any person or property with intent to: (4) cause impairment or interruption of public communications, public transportation, public water, gas, or power supply or other public service; (5) place the public or a substantial group of the public in fear of serious bodily injury; or (6) influence the conduct or activities of a branch or agency of the federal government, the state, or a political subdivision of the state. Read the bold. So no, hardly a violation of the law. There is obviously no intent to do ANY of those things, bad joke or not. Unless we get considerably more evidence that points to an intent to act on his words, you have no case.
  12. I've met people like that Canadian, so I can certainly believe that somebody would go out of their way to do that (especially since my experiences with Canada has given me the distinct impression that the country has a considerably more restrictive view of freedom of speech in general, so there's that as well). I'd bet it's mostly the former (with the shooting at Sandy Hook being used as "justification"), and maybe a little bit of the latter if the reporter(s) intentionally failed to report small details in an attempt to sensationalize the story a bit. @black op: I wonder if you'd feel the same way if you were the "dumbfuck" being sacrificed, especially considering the type of police who would arrest this kid would also be particularly interested that you've been carrying around two deadly weapons everywhere since you were 14, openly shout "fuck the police", and then proclaim you'd have no qualms about defending yourself in any way possible if necessary. Hell, we can even use the Zimmerman case as justification for your arrest! P.S. This kid WAS acting really, REALLY stupid. Not the point, though.
  13. Freedom of speech is usually way more powerful than that. Usually, the only cases I've seen where it's been shot down are cases of speech that pose a direct threat to life/safety (or when you make a DIRECT, SPECIFIC, and LEGITIMATE/SERIOUS threat), as in yelling fire in a crowded theater. He would have had to: > Named the school specifically, or the students, AND > Be interpreted as a serious threat by a reasonable/logical human being. For this action to be even justified under U.S. law. @Raven: I wouldn't throw stones in glass houses. IIRC, hasn't Britain jailed people for making offensive comments on Twitter/Facebook? From what I hear, the UK has a bigger issue with stupid shit like this than the US. Frankly, I think both countries need to step back and apply common sense instead of paranoia. I, at least, would appreciate it.
  14. I don't think there's any way you can think that this ISN'T an overreach and a breach of the first amendment (hell, let's throw in the eighth amendment here too). Have a tentative investigation to make sure he's not actually serious? Sure. Get sent to jail and face a blatantly overdone bail/sentence because an obnoxious Canadian read your post on LoL and reported you to the Austin police like the gigantic douche they are? Hell no. Hell, if we're going to use the logic "But what if he actually possibly did it? We have to [insert stupid overreaction here] to hedge any risk!" is silly. It would be akin to me getting into an argument with a woman, telling her "F*&% you", and then getting put in jail and registered as a sex offender. EDIT: Also the argument "Well, Texas is a deeply conservative state that is viciously protective of individual rights, and if THEY jailed him, it's *obviously* justified." is silly as well. Partly because it's dumb logic, and partly because Austin is a deep dark navy blue dot in a sea of red.
  15. So I've done more testing of this, and here's what I found: Taking one of the savestates and doing absolutely nothing but burning different amounts of RNs (for those of you who don't know, you can burn RNs without attacking/doing any action by manipulating the movement arrow in the GBA FE games), I see her choice of speech changes. However, she can and DOES repeat the quotes (and it looks like it is dependent on RNs), and there's nothing in the event to stop her from doing so. I'll leave it alone in my hack for now, because it's not a big deal (mainly because, unless Vanessa blocks the spider, she only talks for two turns), and I can always "refine" it down the road.
  16. So I'm trying to figure out why an AREA event in Chapter 6 FE8 is acting weird. More specifically, it's the event where the Bael gets close to the little girl, who then screams for help (this section of code is completely unmodified by me, btw). The girl has three quotes, which are Text IDs 0x9EC, 0x9ED, and 0x9EE seen below; so you'd think that they would go in order, right? Wrong! For some reason, the choice of text that she says is seemingly almost random, to the point where I think it might truly be determined by the number generator. For example, I have two savestates from the same attempt at my new chapter, identical except for a minor difference in how I dispatched the last couple of enemies -- yet, somehow, the text I see in both is different! I know what about 80-90% of the code does; for example, the underlined portion checks to see if the girl is alive (IIRC) and the italized portion checks to see if the Bael is the character in the AREA (and then essentially skips to the end of the code if it isn't). However, there's a small section that I can't quite figure out, which is the bolded part. I KNOW what it essentially says: > Check a condition > If the value is 1, use text 0x9EC > If the value is 2, use text 0x9ED > If the value is neither 1 nor 2, use text 0x9EE > Show text > REMA But for the love of god I have no idea what condition it might be (character alive, character present, event ID used, turn count, etc.). Can somebody with a little experience with Event Assembler for FE7 take an educated guess as to what condition it might correspond to? Because I'm a bit stumped. ~Ze Code~ label24: _0x3322 0xF9 _SETCONDITION 0x63 0xC 0x0 _0x3640 0xF9 0x918 0x604 _SETCONDITION 0x4 0xC 0x0 _SETVAL 0x2 0xB0 CALL label38 MUS1 0x18 CAM1 0xF9 CUMO 0xF9 STAL 60 CURE _0x0420 0x2 _SETVAL 0x7 0x1 _SETCONDITION 0x1 0xC 0x7 _SETVAL 0x7 0x2 _SETCONDITION 0x2 0xC 0x7 ENIF 0x0 _SETVAL 0x2 0x9EC ELSE 0x3 ENIF 0x1 _SETVAL 0x2 0x9ED ELSE 0x3 ENIF 0x2 _SETVAL 0x2 0x9EE ENIF 0x3 TEXTSTART TEXTSHOW 0xFFFF TEXTEND REMA ENIF 0x4 CALL label26 ENIF 0x63 _0x0228 0x7 ENDA label38: _0x2E21 _SETCONDITION 0x0 0xC 0x2 CALL label26 ENIF 0x0 ENDA label26: _0x1929 _0x0620 0xC2 _0x0221 0xFFFF _0x0228 0x7 ENDB
  17. I watched this three times, and I still don't know WTF happened. Ike is a boss, Marth sucks. What else is new?
  18. But I don't remember a reference to Elibe's gate, tbh. Did I miss something?
  19. Low RES = super powered mages, usually. ESPECIALLY if nosferatu is around. As for growths, I almost want them higher, or make bases less pronounced. In many FEs, units with good bases just tended to outperform growth units just because A) they need less work to function, B) work right away, and C) can't really be screwed. This is particularly bad in FEs where growths are quite low -- i.e., the earlier ones. So no, growths should be a la FE10, for obvious reasons. Definitely not lower.
  20. Quick question, though. If one of my units HAPPENS to be standing on the tile offscreen, wouldn't that screw up this process?
  21. Been trying to, but I can't find a single example of a SFX that's not linked to enemy movement, forced battles, warp, breakable objects, etc. I think I'm too rusty on FE8's storyline.
  22. Well, the text file that lists the Assembler commands suggests so, at least. FE6: SOUN *Music ID* FE7: SOUN *Music ID* FE8: SOUN *Music ID* Play sound effect. Parameters: Music ID = Sound effect to play. EDIT: It's vanilla FE8 music, but designed for a cutscene. I just noticed it would work perfectly on one of my earlier chapters, and messed around with it.
  23. I hate to pose two questions so closely together, but it's the first time I'm doing heavy event assembler work, so I guess it's to be expected. So, here goes: A) I'm trying to have a sound effect happen when I bring units up (more specifically, skeletons in FE8, and instead of just having them pop up, I'd like to have a SFX happen that sounds like they're breaking out of the ground), but I'm running into a problem. My code for it: SOUN 0x00AB STAL 50 _LOAD1 0x0 label47 _0x0228 0x7 (this line prevents a black flash while loading units in FE8, for whatever reason) SOUN 0x00AB STAL 100 _LOAD1 0x0 label48 _0x0228 0x7 STAL 50 ENDA Now, this works if I replace SOUN with MUS2 and MURE 5 in their proper places, but it also kills the BGM for the duration of the SFX, which I don't want. However, when I used the SOUN command like this, all I get is a black flash; SOUN is supposed to work in FE8. Anybody know what's going wrong and how to fix it? B) Of a lesser importance, I noticed that when I try to change some songs to player phase music (mostly those used for scenes), it works fine at first but then cuts off when battles end. I ASSUME this has something to do with sound priority, but I'm not sure. Can anybody clarify?
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