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  1. There's no hard-and-fast rule for "maximum size", because the game holds the maps in memory by having a list of row pointers and then the full map, so each tile the map is tall takes an additional 4 bytes of memory in addition to the 2*x*y size that the map has to take by virtue of each tile being stored as a short (2-byte pair). A formula for finding the maximum size (as according to the reserved amount of memory) we can write it out as such: But as these notes should inform you themselves, this does not precisely define the actual behaviors for reasons that I was/am too lazy to discover because nobody wants to play on the edge case shaped maps (gigantic-in-one-dimension rectangles). (You can see some examples of how these "breaks" occur here: http://feuniverse.us/t/amusing-romhacking-glitches-thread/899/560 )
  2. just remove "true path", that makes it much more enjoyable
  3. "some of it might be garbage that needs to be adjusted, balanced, or thrown out", wrote JCartwright. I picked only the two (well one and a half) bad things to comment on because everything else sounded actually good and interesting; I didn't think much about complimenting the things I thought were perfect because I saw an incredibly obnoxious point to cover that I wanted to make sure sat and resonated. The former, as a mechanic, mostly only creates tedium if you don't remove the battle preview from some units ("The preview tells me I do 10 damage and have 80 hit, therefore because my Atk and Hit are 20 and 130 respectively, the enemy has 10 defense and 50 avoid"), and removing the battle preview from only some units means a lot of players just will always and only use units that do have a battle preview. It doesn't add to a strategy game to be starved of information that you can acquire by doing math. For mage v mage combat the problem is that you don't have it incentivized with how the default magic classes are in any of the games, because no magic class has less res than defense, and also none have less res than a physical class. But no, there was not nothing positive to say, and I should have said something to that effect.
  4. This is stupid because in order to make it mean anything besides tedium you also have to disable the battle preview or make the formula setup non-trivial Both of which are obviously undesirable. There's basically no point in having both of these. There's barely a point in having one of them; what you need is variety in mage stats to make this meaningful (you basically never do mage v mage combat).
  5. Possible: Yes Interesting: I don't think it is. Transferring EXP just means you can dump more levels into your favorite unit, and thusly trivialize the game if it is designed normally (ie such that you cap level). If you designed such that abusing this mechanic in this way was required to win, then it would create an involved tactical challenge that could definitely qualify as interesting.
  6. No, you should find ones that label it as 8 bit unsigned integers (because that's what they are).
  7. precious honeypie

    your sweet radiance calls me

    to give all my love!

  8. Eliwan

    Elibean Nights

    https://www.dropbox.com/s/obb12xdlzc6gh81/EN 9-23-17 Build.ups?dl=0
  9. [img=] i don't have a proof piece because i'm dumb
  10. snuggles also your world isn't little

  11. So what makes "Silver Fist" better than "Iron Fist"? Hit rate, so that they can overcome any terrain / speed avoid? Seeing as nothing has "Tomes" alone makes me feel like they should have separate names-- instead of being "Tomes (+Light/Advanced/Dark)". There's nothing in particular that screams "X is absurd". What's the point of the Str-Mag split? Only 5 of your 45 classes use both stats unless you intend on having some use for either stat outside of the typical "increases damage of attack type" or you include magic-using weaponry for physical classes (in which case I feel like it would only be fair to give mages some way to use their physical stat).
  12. To expand upon this with my opinion; the part about "EN but Magvel" being an imitation. "What makes EN work" I feel is the critical thing you need to think about first. EN's storytelling functions by taking a large number of already existing plot threads from FE6 and FE7 and relating, resolving, or demonstrating instigation of them; and having Arch spin these events as his muse's whims go. This, of course, can't be done too effectively to FE8: There's only the one game, and what happens to the cast after the game is not completely ambiguously defined (the earthquake, for example), the very premise that makes EN work is that the cast is already divided and off doing their own things wildly far and away from one another. They have no more relation, the reason why the full group came together has been resolved and thus they re-divide into their smaller groups for their even more personal ambitions. But, to quote from Arch's long past draft of Metis's Fables (which followed the general idea) Thus, while being full of many separate stories (what EN does), it would have narrative differentiation (not a clone). EN has every single tale separated and thus there is no progression really possible, which drives a number of gameplay choices-- enabling and disabling things that can be done.
  13. 4. accept that it doesn't actually work no matter what you do and what you need to do is just keep at it also as a collorary to 1; managing your text distribution is important-- not just the size, but keeping anything you say honed in and focused. you don't want to be too brief, that also is basically useless for people looking at your idea; but if your text is so long it can't be digested it's not going to get people too interested.
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