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Gryz

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About Gryz

  • Birthday 01/22/1987

Retained

  • Member Title
    ATK POW is UP!

Profile Information

  • Interests
    Men. Axes. Men with axes.
  • Location
    Motavia

Previous Fields

  • Favorite Fire Emblem Game
    Shadow Dragon

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    Legion

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Community Answers

  1. The only enemies that can attack or specifically move towards Clarine are: * Erik * Pirates AFTER all villages have been looted/visited * Eastern cavalier reinforcements that appear on turn 11 hard mode Applies to both NPC Clarine and player-unit Clarine. 2 cavaliers + 2 archers near the castle don't move until someone is in their extended range (attack range with double move). Clarine can trigger these enemies to begin moving. It looks like she will always activate 2-3 of them after her first turn. She cannot trigger the standard "attack-in-range" enemies.
  2. I know Xavier is supposed to be the highlight of the video, but I was way more interested in those dancers! Hey, don't look at me like that, it's because I recognize their escape mode AI from the GBA games. Escaping GBA dancers prioritize moving towards the escape point, but they will dance if they happen to stop next to an ally (however dancers are prohibited from dancing other dancers). You can see this is what happens after the thief opens the door and makes the escape point accessible. In addition, if there are multiple targets, GBA dancers pick the ally with the highest level (promotion status doesn't matter). Unfortunately, IntSys left the dance execution part unfinished in the GBA games and nothing happens beyond a targeting cursor being placed over the ally. Still, it's interesting to see this idea had originated from FE5. Also, those soldiers seemed to be moving around randomly. That's a feature in the GBA AI engine. Then we have General Lazy Butt in FE5 chapter 14 who randomly refuses to do anything like Klein and Tate. It's starting to look like all the weird stuff in GBA AI was imported from FE5.
  3. GBA FE targeting uses a point-based system. Points are added/subtracted based on 8 different factors. Weight is applied to each factor (x0, x1, x2) based on the enemy's individual AI setting. Oh, and enemies resting on forts use a different targeting process, but that's a fairly uncommon scenario.
  4. Just raw might. If 2 weapons tie in highest might (like killing edge vs short spear) use the range of the first weapon. Something I didn't mention earlier: if the unit is currently equipped with a weapon that has a strength/magic bonus (like Durandal) that bonus is applied even if the highest might weapon is something else.
  5. Thief vision boost (linked to lockpick ability) at 0175D4
  6. Yes. FE7: torch item vision boost is at 02CAC2
  7. FE7: the torch staff vision boost is at 02CF64
  8. Yeah, screenshots would help since this AI is dependent on unit positioning. Certain AI instructions use the second byte for "random skip turn" behavior, but Uhai should never skip since he is set to 100% Edit: I can probably guess what is going on. Uhai is executing "retreat to fort" AI without actually moving. The AI wants the closest tile to the forts that is outside the danger zone. So in this case, the best/only option is to not move at all. Uhai stays out of the danger zone due to the surrounding nomads and thicket which blocks 1-range attacks from Marcus. It doesn't matter if the nomads move later during the turn because Uhai would have already made his decision.
  9. Uhai has AI3 0x09 so he enters recovery mode when his HP < 30% He will retreat towards the forts if he can stay out of the DANGER ZONE around your units. Danger Zone is supposed to be the unit's attack range with the most powerful equippable weapon in inventory. Each tile has danger zone points = (strength/magic + most powerful weapon might)/2. Overlapping danger zones combine points. However, IntSys messed up and forgot to reset the "most powerful weapon" when moving to the next unit on the deployment list. So the actual danger zone around each unit will be affected by the order of your units. Example: while playing Hector mode, put a Devil Axe in Hector's inventory (he doesn't need it equipped). Because Hector will always be the first unit and the Devil Axe is extremely strong, the danger zone around each following unit will be based on the Devil Axe's range and might. Danger Zone is also used for attack targeting and attack position calculations. Now it turns out that the vast majority of enemies in FE7 ignore danger zone for attack targeting (only enemies in chapters 1-7x, 13x-15, 31 care about it). But it still affects the attack positioning of all enemies. So, uh, anyways. Yes, the nomad buddies around Uhai could affect his decision to retreat. Depends if they block your attack range and keep Uhai out of the danger zone.
  10. Roy and Lilina are more likely to be targeted by enemies due to their class. In FE6, the AI uses the defender's class in their attack targeting. This mechanic also technically exists in FE7 and FE8 but it has no effect since the class lists were erased. Not all enemies prioritize classes the same way (depends on their individual AI3 byte) but most enemies use this: Unpromoted Lord: +10 Thief M, Thief F, Bard, Dancer: +15 All magic classes except Priest, Cleric, Troubadour: +5 (the staff-only classes will always get +10 no counterattack bonus) In addition, many (but not all) enemies with bows and Aircalibur get +40 against flying classes, which is why they seem to "ignore" the Delphi Shield. Class bonus multiplied by 0, 1, or 2 depending on AI3 byte (very few enemies use the zero multiplier). Final class bonus gets capped at 20.
  11. Also, I would like to mention that AI2 0x1C isn't always better. If AI2 = 0x00 The mercenary moves towards the units in the southwest. The pegasus knight isn't considered a valid target to move towards. If AI2 = 0x1C The mercenary moves towards the peaks since the pegasus knight is the closest unit. The pegasus knight can use the mercenary as javelin target practice. Edit: Here's an example where the pegasus knight isn't completely protected by peaks. If AI2 = 0x00, the mercenary still moves towards the southwest units despite the pegasus knight being much closer. Mercenaries can't move onto peaks so the pegasus knight is considered off-limits despite the plains tile below.
  12. AI2 0x00 will not move the enemy if all player/NPC units are standing on inaccessible terrain or if the enemy is isolated from player/NPC units by terrain such as walls. The AI is searching for any valid path that will allow them to move ONTO player/NPC tiles. Dragons can't move onto peaks, so the AI thinks it is impossible to reach Marc even though moving forward would eventually put him in Flametongue range. Enemies with AI2 0x1C will move as close as possible when there is no "valid" path. If the dragons had this AI, they would have continued to chase Marc when he was sitting on a peak.
  13. Happy birthday!

  14. Nah, Pavise wouldn't be that great for Rhys either. Maybe give him Purge so he can help quick clear 3-5 or help prevent laguz logjams in 3-P.
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