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  1. as most people know, there's a randomized GBAFE tool where you can let the RNG decide pretty much all of the character and enemy makeups, and since there isn't compatibility for FE4 (yet?) I went and painstakingly threw together one while praying to random.org as my RNG god maybe someone can have some fun with it? I'm gonna try and get through it myself PATCH: Click here! >Compatible with the unmodified, untranslated (J) ROM, with header. [spoiler=Changelog] - All items unchanged, except for some extra broken weapon flavor. - All stat bases unchanged. - Player Gen 1/Gen 2 fixed character growths rolled from 0-50 each, while doubling the HP result. - Class growths unchanged. - All enemy classes and inventories rerolled except for 'dropped item' numbers. - Additional female battle animation compatibility added. - Battle animations involving mounted knights are given non-faceless armor, just for flavor purposes. - Sigurd and Celice cannot change classes from -Lord since Seize is locked to them. - Fury's, Fee's, and Altenna's classes, along with some enemies, remain as fliers due to event problems that would result in crashes otherwise. - Junior Lord, Lord Knight, and Dancer not included in class pool, along with the Civilians and Arches. - When rolling a gender-specific class for an opposite-gender character, I changed them to the proper-gendered counterpart. - The Binary Sword Skill patch added: While it allows sword skills to be used by any class and weapon type, I've heard there are issues with inheritance regardless. - Dismount skill removed. - Dancer skill removed. - Canto, Recover, and Return added to displayed skills so that you can tell who has it. - Recover removed from character skill pool, while Big Shield, Return, and Canto added. - Light and Dark Sword skills included in character and class skill pool. - Player fixed characters have an equal chance of 1 skill, 2 skills, or 3 skills. - NPC and enemy holy characters have an equal chance of 0 skills, 1 skill, or 2 skills. - All sword skills included in class skill pool, along with Ambush, Life, and Recover. - Gen 1 characters have an equal chance of no holy blood, minor blood, major blood, or 2 minor blood. - Gen 2 fixed characters have an equal chance of minor blood, major blood, 2 minor blood, or 2 major blood. - Enemy holy characters have major in all blood to allow for the widest weapon usage for their random class, including holy weapons. - Gen 2 substitutes have not been changed, make babies, it's the whole point! - The direct inheritor of a child's mother has a class matching at least one weapon type of the mother's. The other child's class is randomly picked. - Each character has at least one usable weapon or staff for their class on their appearance. - Characters with a second starting item, items from events, shop items, and dropped items roll from the full item pool. - Obtainable Holy Weapons are rerolled only amongst themselves based on all of the possible major blood combinations. There's room to add all of them if RNG allows, I believe. - Holy Weapons are sellable. - Chapters are given a random map palette and music. - All long range tomes are included in the pool. Their uses are changed to 5, cost 15000. They have also been modified to allow for movement.
  2. Hello, this is my LP of FE4. Here it begins. Hopefully you'll enjoy: I apologize in advance, if some units are going to die, because I'm very VERY bad at this game. [spoiler=Prolog part 1] Welcome to FE4 Genealogy of the Holy War. It's the first time that I play this game and it's also my first blind LP of a regular FE game. Since I'm enjoying FE5 a lot atm, I thought to start doing a LP of its prequel. Since it's blind LP I know almost nothing about this game. I know that for example skills and marriages exist, but I don't know, how exactly these mechanics work. I try to find it out as much as possisble by myself. However tips and hnits are always appreciated! So let's start this: A rolling timeline - cool! Never have seen it in FE before. Geography Judgral's (I show it uncutted, because I need it to understand the entire story) Grandbell Lots of douchfaces I know this guy Agustria Verdane Current situation I think I know, what they're going to do... Sirgod They're f**ked! Sirgod and Noish This is Oifaye, when he was a cute teenager. "Mr. Frankenstein" Ardan and Alec Map Since in FE4 the maps are much larger than in any other FE game and the fact that the SNES9x has a different image format than VBA, I can't show you the full map. I only will show you the images, where the main action takes place. Jungby in the south, which will be defended by Midir. Probably vainly... Chalpys in the east, where my units start. Another castle in the west, which isn't taken (yet). My allies Noish Noish is a social knight, who can use sword and lances. Cavaliers are divided in this game: sword, axe, lance and bow cavaliers exist; also cavaliers, which can use two weapon types already. So far as I know mounted units can't be dismounted in FE4. Explanation of some terms (please correct me, if I'm wrong): Lover: I believe, if you attack next to your partner, you'll get an automatic critical. Talk: If you talk to this person, you'll get a reward. Gold: ? Arena: ? State: ? Anima magic divided in this game like in FE5 and Tellius. His stats for level 3 are pretty insane. In general the base stats of the allies are pretty high for their level, because also the enemies have damn high base stats (will explain it later). Each of my allies has at least one skill. Noish even has two: critical and charge Tbh I don't exactly, what charge will do, but think I'll find it out sooner or later. Sigurd Sigurd is the main character of Gen 1. He's a lordknight. He has awesome weapon ranks (* = max rank I think). He also has two leadership stars, which could give him +10 hit and evasion like it does in FE10. Pursuit sounds like adept from the Tellius series, another attack. Overall a pretty damn good unit! Ardan Ardan is a swordarmor knight with expectable stats of a knight. Armorknights also seem to be split in sword, axe, lance and bow. He has nice sword rank and the ambush skill. It seems to work like FE13 vantage. Not as good as it's in FE5. Alec Alec is another socialknight. One level below Noish with accordingly lower stats. Same weapon ranks like Noish. He also has pursuit and nihil, which works identically like it does in FE10. It cancels the skill(s) of the opponents. Midir [ Midia is a bow cavalier. He can't do anything against all these brigands with her only 2 range weapons. His stats are alright. He also has pursuit and charge. Boss Now the castle in the west Evans is seized by this guy: Look at these stats: 55 HP and 16 speed - insane! Too bad that his weapons weigh him down so dramatically! The hand axe weighs 20 (!!!) and there's no buffer in this game. So his speed should be 0. Enemies In this chapter you only fight axe and bow brigands. Like I earlier said not only my units have pretty damn good stats, but also the enemies. The brigands have up to 40 HP. In the first turn I'm killing the first enemy. Right: Stats of your unit's weapon Left: Stats of the enemy's weapon One imprtant advice: You must defend the castle where you start. If an enemy captures it => Game Over; same goes when Sigurd dies. Also make sure to place an unit in this castle, whenever an enemy is very close to it. The castle throne also gives you very nice boosts. In the enemy phase Midir couldn't defend Jungy as I expected. The enemies capture not only the castle Jungby, but also Aideen. Aideen will be brought to Evans and a brigand destroys the bridge. First I must recapture Jungby! Enemies will come towards me and will burn villages! Two more allies - Azel and Lex Lex Lex is axe cavalier with excellent base stats and weapon level and two awesome skills: Ambush (like Ardan) and elite, which gives you double experience. Probably one of the best units in this game! Azel Azel is a mage with very nice base speed. He hasn't as awesome skills as Lex has, but still a pretty good unit I think, since is the first non physical unit in this game!
  3. As I got a new computer and lost my saves of Super Thracia and FE6, and because I'm too scared to do Super Thracia I decided to take on a new challenge! I'll get back to Super Thracia once I finish this one, if I manage to do so. Pursuit, the best ability of the game, allowing you to slaughter legions of enemy, which is basically needed for most of the children... I won't be using any characters with that. Too broken for me. Who are the chosen ones then? - Noish - Ardan - Lex - Ethlin - Cuan - Diadora - Levin - Sylvia - Unpromoted Dew - Unpromoted Lachesis - Aideen - Claude - Tiltyu That looks promising I guess. One half will be crap, the other will be great. Let's see what we get in gen 2, then! - Lester - Rana - Delmud - Arthur - Tinny - Leen or Laylea - Corple or Sharlow - Femina - Unpromoted Leaf - Unpromoted Altenna - Nanna - Unpromoted Patty - Hannibal Not that promising. +Pursuit Ring being banned. I cannot use Sigurd, nor Celice. I allow use of Julia only and only if I have no way of defeating Yurius at the Final Chapter (and I have an idea for killing him that doesn't imply the sleep sword) The potential fathers are : - Jamka - Holyn - Ardan - Noish - Claude - Levin - Dew - Lex The couples are probably going to be -UPDATED- : - HolynxBriggid. As I cannot promote Patty, I'll need her to do at least something in combat. She would be able to use Hero Swords. - FuryxDeath. I want Femina, so she's dead meat. Or maybe she'll be saved if I manage to pair Levin with Tiltyu before, which is unlikely to happen. - TiltyuxLevin. A no-brainer, I'll need holsety for those early game chapters. - Ayraxdeath or AyraxDew. She can get her hands on Lex if I'm not careful. I don't really care as long as I get the hero sword and that Dew does not steal any important wife. - LachesisxLex. Delmud is going to be my main hitter for the 2nd Gen along with Arthur, so I'll need to get him promoted fast. As the Elite Ring is going to Levin, it's obviously Lex that'll marry Lachesis. - SylviaxDeath. Barrier Sword + Berserk Staff. Plus Sharlow gets Elite, meaning he'll be less of a pain to train. - ClaudexAideen. I'll need as many staffs as possible on Lana. Earlygame is going to be the most painful G2 part, so the more staffs I can get, the better it will be. Lester is also a bow user, meaning he'll be less impactful than Delmud or Arthur. So I don't really care about that. I'll post Jungby soon. This is the beginning of MADNESS.
  4. Another ACTION PACKED FUNNERIFIC battle in the FE4 meta! Will everything die almost instantly as usual? In the SCARLET corner, sporting a successful fried poultry empire and an almost exclusively blonde team, Refa! UNIT HP St Mg Sk Sp Lk Df Rs Hit Avo CUAN 63 27 1 18 20 8 22 4 36 48 DEW 43 22 6 21 27 24 18 6 42 78 HOLYN 60 24 4 27 24 5 18 5 54 53 LACHES 43 27 9 21 23 16 21 12 42 62 BRIGGID 56 25 4 26 25 20 18 10 52 70 In the COBALT corner, without an overdone joke tied to him but more diverse in his team's hair, ZM! UNIT HP St Ma Sk Sp Lk Df Rs Hit Avo CUAN 63 27 1 18 20 8 22 4 36 48 ETHLIN 45 20 11 22 23 14 16 11 44 60 HOLYN 60 24 4 27 24 5 18 5 54 53 BRIGGID 56 25 4 26 25 20 18 10 52 70 ARDAN 60 25 1 9 11 6 25 4 18 28 Refa (0-49) ZM (51-99) 77 ZM goes first. TEAM REFA Cuan - 63/63 Dew - 43/43 Holyn - 60/60 Lachesis - 43/43 Briggid - 56/56 TEAM ZM Cuan - 63/63 Ethlin - 45/45 Holyn - 60/60 Briggid - 56/56 Ardan - 60/60
  5. Today we have a swagtastic battle between two chumps. There isn't really a ruleset, but we'll see how things go! In the red corner, a newcomer to the Link Arena, is Jedi and his TEAM. [spoiler=Parents] Noish, Ardan, Levin, lol, Noish UNIT HP ST MG SK SP LC DF RS ACC AVO SKASAHER 66 27 05 27 24 17 22 05 54 65 TINNY 59 14 19 24 27 27 14 14 48 81 SETY 63 06 28 27 30 17 15 16 54 77 LEAF 70 27 09 27 27 15 27 10 54 69 LAKCHE 62 27 02 30 29 17 20 05 60 75 And occupying the other three corners, is Horace and his PEOPLE. [spoiler=Parents] Jamka, Alec, Alec, lol, Levin UNIT HP ST MG SK SP LC DF RS ACC AVO FAVAL 77 27 02 21 26 30 21 05 42 82 NANNA 55 24 07 19 21 26 20 09 38 68 DELMUD 61 23 02 29 25 25 21 06 58 75 CELICE 72 25 13 22 21 23 22 16 44 65 TINNY 59 07 23 24 27 28 11 15 48 82 Jedi 0-50 Horace 51-99 31, Jedi goes first JEDOPE UNIT HP SKASAHER 66/66 TINNY 59/59 SETY 63/63 LEAF 70/70 LAKCHE 62/62 HORSE UNIT HP FAVAL 77/77 NANNA 55/55 DELMUD 61/61 CELICE 72/72 TINNY 59/59
  6. So, I recently played FE4 and I freaking love it. At the final chapter right now; hard as all hell but I'll manage. Now, what got me stoked the most is the vast lover/jealousy system of the game we all know and love. And while some have more detailed reasons to choose their specific units to love the others, let's put things in perspective. Do people pair their units because they look cute together, or for their child to cohesively inherit their broad skillsets? I mean, we have our 'canon' manga ships like Lex/Ayra, Adean/Jamka, Lachesis/Finn, etc. but some pairings are better than others. For instance, Ayra is awesome with Holyn because Larcei and Skasaha get both Meteor and Lunar. I regret making Lachesis pair up with Beowulf though - I really, really want to love my file's Delmud but I can't. So, what do you say? Ship or Badass Units? I'm guessing both but did people actually make the mistake of pairing their units just for the hell of it (like I have ;_; ) and had the kids turn out fantastic in the 2nd gen? This is... probably a stupid question. I just wanted an excuse to get on the Jugdral bandwagon with the cool kids in town and stuff.
  7. Lamia here with some more FE4 resource nonsense for you. This time, I'll be going over the feature that is the coding of magic animations. This is complex stuff to do manually, so bear with me. In FE4, magic animation is broken down into codes that do specific things. Load graphics, change colors, make it move a certain way, all that stuff. Stringing them all together in wondrous ways can get you the animation you desire. Fair warning, pretty much all special animation during battle is classified as the same sort of code; things like the EXP bar showing, level ups, dialogue and more are called up in a similar manner, so don't mess with those. I can't be certain and say that this is all different from the GBA series due to my lack of experience in those games, but what I can say is that there's no special program required, just your wits and lots and lots of time for experimentation and testing. First off, the codes. Each code is separated into two bytes, and paired up as such in pattern: XX YY XX YY XX YY XX YY, and so forth. YY is the main part. Change it to certain numbers to define what kind of aspect you're changing in the animation, such as sprites and colors. XX is the variable for YY. Change it for different effects in the current aspect. Each code is read one by one per frame, unless confronted with wait commands. The list of codes: Now, let's take a look at an example custom animation I made: the Blazer tome. (no relation to the individual) https://www.youtube.com/watch?v=Gcg2pbxsg-M Location: $17929D (Fire's original location) Code: 3B 08 3A 02 3B 68 17 1A 0A 46 01 2E 1E 04 FD FF 0F 16 0B 06 0A 54 F9 FF 01 2A 03 1E 12 1A 02 2A FA FF 48 1A 10 16 10 54 FD FF FC FF 1F 04 12 56 36 08 FF FF Let's decode this, shall we? I have my own personal notes for all this, which I'll provide, of course. Detailed explanations are in bold. 3B 08 begin animation? (is this necessary?) I'm not sure if this code is needed, but it's at the beginning of EVERY magic animation. Won't protest. 3A-3B 02 wind This command preps the Wind tiles, by default 3A, and the pattern organizing them is 3B. I'm not positive the differences between 02 and 28, but left them be as it was how Wind originally loaded. 17 1A behind attacker location This positions the 'main' segment of the Wind graphic just behind the attacker's location. 0A-0B 06 unflatten appear (like fire, wind, etc) Preps the graphic for unflattening, making it appear out of thin air as the original Fire and Wind do. 01 2E (sound) Sounds are important! 1E 04 wind pattern? 04 codes display the tiles in a certain pattern, and no animation can function without one of these codes, without which there would be nothing to look at! FD FF attacker cast The first FD FF code makes the caster move their arm down and their cloak and hair whoosh in the wind until the next FD FF. 0E-0F-10 16 bolganon red Bolganone is very convenient for reddish colors. 0A-0B 06 unflatten appear (like fire, wind, etc) 0A 54 wait In this case, I wanted the timing to appear just right. Liberal use of this ensures the animation flows well in your eyes! F9 FF dodge if miss The defender will dodge the moment this code comes up and the attack was a miss. You can have multiple in one animation for flavor purposes, but be sure to use an extra FC FF code for each. 01 2A (sound) 03 1E super fast camera pan This code shifts the camera over. Obviously, this is very important. 12 1A scroll forward fast, defender detection Scrolls the displayed magic animation graphic towards the enemy until it touches their 'hitbox'. It's a big part of how the original Fire, Wind, and Elwind operate. 02 2A (sound) FA FF hit if no miss Strikes and damages the defender at this point. Don't use more than one of these codes. 48 1A something to do with bypassing target Haven't experimented much with this, but it's part of the aforementioned Fire/Wind/Elwind code. Didn't want to mess with it, and it seems to work with it. 0E-0F-10 16 bolganon red The 10 16 code makes the Bolganone color fade out. A fair number of stringed-together color codes fade in, animate, and fade out in their respective colors in that numbered order. Experiment! 10 54 wait FD FF attacker cast The caster lowers their arm and rests. FC FF defender dodge action and reaction If the target dodged, they will go back into a resting and/or ready pose so that they can animate on their turn. 1F 04 clear wind pattern? Several animations have an additional 04 code at the end. I can only assume it clears the RAM so that future animations in the same battle don't get mucked. 12 56 reset tile/palette effects This lovely code erases most graphics and resets colors to the base that the environment uses. Use it! 36 08 end animation (I think this clears most non-tile effects) Like 3B 08, this code appears at the end of every animation. It probably resets 06 and 08 codes just in case. FF FF exit animation The second most important part of all, of course. Blazer is a simple C-rank Fire tome I designed to obviously emulate the original Wind in a fiery way. Feel free to copy this tome for your own use if you so desire. My full magic animation notes text is here. Contained within are all of my code notes, the addresses for the regular magic animations, and some data on graphics locations. https://pastebin.com/h06s0XTE Extra Tips ----- - When choosing XX 16 codes, most of them animate a set of colors, but only certain 'single' colors in a palette. Not all of them cycle through them all and not all of them cycle period, so experiment thoroughly to find what looks best for your animation. There's a fair few colors to choose from, and I certainly haven't found them all. - Start from an existing magic animation close to what you're looking for (especially graphics-wise), and work from there. It's easier than starting from scratch. - Nearly all animations, when loading sprites, need a secondary or even tertiary code to load it all properly, as some of the 02 codes organize the tiles in a certain way as well. When loaded, they take up a specific place in the RAM, so it's important to use trickery or clear them when changing graphics in the middle of an animation and/or ending the animation fully, lest you make tacky displays. - Put a B7 16 code at the start of animations if you're having some color issues. It will clean up the 'base' color in the RAM so that the first one you load can 'fade in' proper. - Magic animations are in a specific section of the ROM and it is inadvisable to try and repoint them away. Errors have occurred for me and I don't want to see the same thing happen to you all, but feel free to give it a shot if adventurous. Maybe I just screwed up at that time. - Don't attempt to change the length of the space used for each without repointing to adjust when necessary. Each magic animation has its own length in bytes, listed in my accompanying notes. - Sound samples are hardcoded as far as I can tell, I can't find a way to change them. If you're modifying the animation for Thunder without changing anything else, it's only going to use the same samples as its item number for Thunder (43). If you want to use different sound effects, you're going to have to change from the item number itself. Don't forget to use the Magic Animation Editor in Nightmare as well if needed to shift things around. - Swords casting magic works in the same manner as tomes, no worries about those. - Keep an unmodified FE4 ROM on hand to check how the original animations were done. You'll definitely need them for reference, time and time again. - Long range tomes and ballistae and some other weapons have some sort of coding that adjusts the positions of the characters automatically at the start of battle. Use the Battle Positions Editor which is available in my FE4 resources topic. - If you need to add an extra magic tome to the list, item number 56 is notably non-glitchy unlike the rest, and uses Fire sound samples. Keep in mind that there's no way yet to change item icons, so you'd need to move broken tomes to a different number. - For the advanced, it's certainly possible to add your own graphics, so long as you use the proper codes to refer to them. Going step by step for this is really convoluted, and I'm not sure I'll even try to write a tutorial for that. Regardless, if I'm able to figure it out, I'm sure others could. Lots of credit to the japanese FE4 community whom I couldn't have gotten started on this without. Happy animating! Use this topic to ask about anything, especially if I didn't cover something, for the 3 other people into making FE4 projects.
  8. So one day in Let's play Fire Emblem Binding Blade (Blindish) by Dual Dragons, I sort of made a mini bet with Elf_01 that DD would not get chapter 16x on the first try. Needless to say I lost. The bet was an absurd challenge lp. So I thought to myself: why not take the one thing that makes FE4 bearable-and throw it out the window FE4 Mountless everybody! Here are the rules: 1: Because I suck at fire emblem, mounts may be used until chapter 2 Heirhein castle. After Heirhein is seized, mounts are banned from combat. 2: Mounts cannot use the arena from chapter 2 onwards. 3: Mounted units may pair with females. (Funfact: There is only one female mount in Gen 1!) 4: Mounted units may participate in Talk convos and Give. 5: If a foot unit promotes to a mounted unit, that unit may not promote. 6: I am currently unsure about the situation in chapter 7. That will be decided later. 7: Full Recruitment no deaths (hopefully.) 8: Mounted units may visit villages for items, money, etc. I may add an extra rule I forgot to mention or temporarily suspend the rules if a chapter is impossible (and not like "I didn't get X item: the chapter must not be doable without someone dying.) Planned pairings: JamkaxAyra ClaudxAideen Some random doofus with Lachesis because it doesn't even matter. Probably Dew. LexxSylvia. Maybe, I'm not sure. LevinxFury AzelxTiltyu NoishxBriggid Also, this is my first LP ever, so please give me feedback to improve it! [spoiler=Prologue-Jungby Part 1] Alright, lets go! So basically I won't go through the story very much, just do whatever I feel like commenting on. Read the LP on the archive if you're confused. Anyways, Gandolf the Green of Verdane is attacking Jungby castle in Grandbell, and Aideen is worried. Midir promises to protect her. So somehow Sigurd of nearby Chalphy hears of this instantly, and tells Noish that he's going to solo the entire Verdane army and rescue Aideen. Truth be told, I wouldn't be surprised if he did. Anyways, Noish tells him that he's dumb and that he and Alec are going with him. Alec tells him to rescue the villages. Also, OIFAYE . God, Alec's a jerk isn't he? No wonder I'm not using him. Anyways, this new dude is Ardan, and out of these guys, he's the only one I'm allowed to use longterm. And our cue to begin! So I won't discuss any of the mounted units except for this guy. THIS GUY. HE'S A PREPROMOTE LORD. Yes, Sigurd it THE best lord in the entire fire emblem series, better than Awakening Avatar even! (Tbh I haven't played that game). He has good growths for a FE4 first generation unit, in addition to his Baldo holy blood. Here's the thing though: he doesn't lose experience gain for being promoted. So imagine Seth getting the same EXP as Franz, and you have Sigurd. PURE. AWESOME. He has skills too! Only one, but it's the most important. In this game, you need the Pursuit skill to double attack with higher speed. He has this skill. Ardan is pretty bad. He is the bottom of the bottom tier. Although it's not the speed or skill that kills him. It's the unchanging 5 move. In a game with maps BIGGER than the Path of Mounts, this is just sad. I will use him. He has vantage, which was nerfed from it's Thracia and FE9 form. It will only attack first when under 50% health. Nifty, but rarely useful (unless you have a certain other skill we will see later.) He gets the privilege of being the first unit to move in the game! For some reason I sent Sigurd north instead of south to Jungby, but I fix it later so w/e. Next, transitioning to the area around Jungby, we have here Gandolf the Green. And holy shit, those stats are good. He drops a skill ring, but we can't get it this chapter. He doesn't have any skills. He's positioned just outside of Jungby, and who's guarding it? Oh. Aideen's screwed. Midir has pursuit and Charge, which activates when you have higher Hp and speed than your opponent. It's good on bow users because they can deal damage without getting countered, but Midir's HP growth isn't very good. It's still useful in ltc runs though. Anyways I won't be using him. So we end turn, and Gandolf attacks Midir. What the- HEY YOU CAN'T CRITICAL YOU HAVE NO SKILLZ! (Yes critical is another skill, Noish has it.) So Gandolf snags Aideen from Jungby and moves- Very far away. Cheater. First a crit and then this?! Why can't Ardan do this! Gerrard has problems. Cannibal. And now on EP Ardan sees his first combat! Yes I did directly defy Alec and Oifaye, why do you ask? Sigurd on the other hand shows his brokenness and one rounds this doofus. I'm pretty sure no lord can do that except FE10 Ike! Enemy phase is mostly uneventful. When suddenly- Oh hey! The red haired one is Azel. He's a footed mage! I can use him! Too bad he promotes to Mage Knight. The other guy is Lex, an axe knight. He's actually really good, but I can't use him. Woo Azel! You player! Azel has decent stats, as well as a decent magic and speed growth. That's not the problem though. The problem lies with his magic specialization, fire. In this game, all fire/wind/thunder spells have the same might. However, fire has 12 weight, thunder has 7 weight, and wind has 2 weight for each spell. This means that Azel is stuck with the worst kind of magic. Don't worry, he can buy and use thunder and wind magic too, but those are obtained in chapter 2 and 4. Azel has pursuit, which makes him invaluable in these early game maps. The brigands have no resistance and use 18 weight axes (balance, am I right?) so Azel is able to one round some of them like Sigurd. His other problem is that he promotes to mage knight, a mounted class. So he's stuck with 5 move. Showing here Azel's earlygame powah! And Ardan gets his first kill! Whoo! Meanwhile this archer pesters Sigurd. Doesn't prevent him from being amazing though. Also, this dude attacks Lex. I think he dodged, but I don't remember. And then wHEEEEYYYY who are you guys? WHY ALL MOUNTS . So apparently Sigurd's troubles have spread ACROSS THE CONTINENT INSTANTANEOUSLY. The chick is Ethlin, Sigurd's sister. She can heal! Finally! The guy on the left is his husband, Cuan. He's the king of Lenster. He's also really good, and prepromoted. He also doesn't suffer Exp consequences. The third guy who I didn't screenshot is Fin, Cuan's loyal knight. He's unpromoted, and has some decent potential. In addition, he serves Jeigan purposes in the second gen providing you trained him. So Alec or Noish (I really hope it's Noish) kill the bandit, but they leave it for Ardan. Sigurd bashes this guy Then moves ever closer to Jungby. The Lenster Trio move. Meanwhile, Lex snags a kill. And Azel continues being Azel. Just FYI, I won't cover level ups. I'll just posts stats after chapters or something like that. Enemy phasee Oh no Sigurd took damage. And this bandit is still going. Let's correct that next turn. Go die in a hole. I'm pretty sure Sigurd got hit twice somehow. Cuan is such a BEAST! Ethlin snags the kill Finally, Ardan takes the village and some gold that's living in it. Noish pesters this guy with a hand axe. Lex gets this other guy with a hand axe. With one kill and one or two battles, he already has 94 EXP. This is because he has Paragon, which is the main reason why he's so good. Who else to get the kill but AZEL! He even dodged! Pfeh you. Ethlin is really dodgy in the early game, which is good. Will make part 2 How do I name spoilers? EDIT: I have now decided on the situation in chapter 7. First, I'll have Nanna return Fin, Leaf, and then herself, and see what happens. If that breaks the game, then on the second attempt Leaf may see combat. Nanna may heal Leaf, but may not fight, and Fin has to cower in a corner or something, Idk. I might just have Leaf stand on Lenster castle and see how that turns out. EDIT: Ayra was the MVP of the first generation, so the poll goes down.
  9. I managed to get myself in a place where the RNG will not go my way, thus killing Sigurd no matter how I vary my situation. In the attached Snes9X savestate, Sigurd is on top of Thove in Chapter 4, with eight Pegasus Knights with Javelins around him. They all have 27% hitrates with his Iron Lance equipped, 29% with either his Steel or Silver Swords. In three turns, if I leave him there, he will die. I currently have the Assassin group completely intact to the south, where the rest of my army is, so I could potentially waste some RNs that way, but one attempt in which I killed all of them off, Sigurd still died to the Peggies. All of the units I'm using are promoted except for Tiltyu, who is going to Sailane to get her promotion. If, for whatever reason, the RN string I'm on makes it impossible, even with RN burns from skills, I am willing to temporarily use the 2 RN roll patch, since a savestate I have prior to this great idea I had is pretty far back, before I even captured Thove. If there's a script that would allow me to see the RN string, that would be very helpful as well. Other than RN burning, would there happen to be any way to get through bad strings of RNs? I suppose I could just have Noish at the home castle go to the arena and waste RNs by dying over and over, but I'd rather be more tactical than that. The savestate {may not work with emulators that are not Snes9X}
  10. I'm sitting here running through Holy War again with the intent purpose of promoting and breeding units that I have never used before (Noish, Dew, and Ardan). Well, I'm sitting at Anphony castle and finding myself having some difficulty with the later two. I already know how I'm going to breed them: Ardan-Arya, cause Arya's kids can't be messed up Dew-Lachesis cause I've heard about their conversation,but never read it Noish-Fury cause great skill set and letting Noish actually talk I'm just having a hard time training Ardan and Dew (Noish is easy, give him the skill ring, and chip for him). I figure I need to give Dew the light sword and let him fight the cross knights, what level does he need to be reliable at this? Any other ways to help him out? And Ardan, I just don't know, maybe have him fight the Madino pirates with the brave sword or something. Basically, does anyone have any way to make leveling them any less tedious?
  11. Topic. I guess the ROM I got is in English? I'm going in mostly blind; is there anything I should know? I try not to be too dumb on my first playthroughs, like to know what I'm doing. I've played all of the FEs before but 1-5, so how is this one different from what I'm used to? Thanks!
  12. In the favorite villains thread I partly discussed this, but we have a rather interesting dynamic here between FE3 and FE4 in the category of loyalty. Wolf, leader of the Wolfguard, was saved by Hardin when he was in slavery in Aurelis. Along with his fellows, Sedgar, Roshea and Biraku Vyland. They pledged their loyalty to Hardin, to death. Which actually happens in Mystery of the Emblem, The Wolfguard tragically stands against Marth other than Roshea and falls alongside their now Dark Emperor despite his fall to darkness. Wolf never even questions his lords orders, in New Mystery of the Emblem, the Wolf Guard can all be spared and join, however Wolf is the last and least likely to fight against his lord. In the end of New Mystery if he survives he ends up throwing himself into battles hoping to die to join his departed master (unless Femu has a support with him if I recall). Finn, a young Lenster knight devoted to his lord Prince Quan, his loyalty is also noted in various chats with other characters and extends into his later life after Quan and Ethlyn tragically die after a Thracian ambush near Barhara. Finn looks after Leif, Quan's son as a dutiful attendant and father figure. When the king of Lenster is slain and Finn has to get Leif to safety he follows him to the absolute end, helping him endure struggle after struggle in Thracia 776, later when he meets Leif's sister. Altenna he openly shows his emotions for the first time in quite some time, according to himself. He's also loyal to Lachesis, who we can fight over canon about, but even the main site explains "After the events of Geneaology of Holy War, Fin leaves Prince Leaf and goes to fulfill an unknown personal agenda. There are later rumours of him being spotted looking for someone in the Yied Desert, in the same area where Lachesis had been supposed to pass through years before only to never be seen again." So there you have 2 characters highly driven by loyalty, is Finn a take on Wolf from a still tragic yet not completely hopeless case? Did IS just happen to like this kind of character to give us two characters who demonstrated loyalty both one who oft spoke when he could or felt like it, to the more quiet and always serious (which funny enough Finn also shows these traits after Quan and Ethlyns untimely ends). I just felt it was an interesting duo to talk about. Both characters are absolutely loyal to their lords. The world changing/removing their lords provides both with various challenges, which they react to very differently. Yet you can't help but see SOME similarities.
  13. I can't be assed to find the old one which is very possibly 3+ years old now. I once made a tier list of the Genealogy skills, and naturally, my list-making self has decided to remake it. It's a simple enough list, as skills are much easier to judge than units for numerous reasons. Personal experience definitely comes less into play here as well. The ranking criteria are as follows: -Availability: How available this skill is to your units. Obviously the more common the skill, the more useful. This does not include the auto-critical tacked onto 50+ kill weapons (because then Critical could theoretically be the top of everything by virtue of reinforcement farming). Class/weapon skills are included in this tally. Also, it is taken into account which units possess these skills. For example, Ayra possessing Nihil is absolutely useless because she will never, ever be critted; whereas Alec's possession of Nihil is a little more useful because he can avoid Horseslayer crits. Same with, say, Wrath: Tiltyu and Tinny possessing Wrath is useless because they are extremely frail for a majority of the game, whereas Arthur is amazing with Wrath, especially if he is Lex or Levin's son. -Effect in Battle: How this skill benefits (or poses a drawback) to your units in battle affects its placement. Does it make your units kill enemies faster? Make them die less? Allow them to progress further? -Activation: How often does this skill activate? The more it activates, the better, naturally. -Adaptability: How easy is it for this skill to go from one generation to the next? This also includes how it benefits or hinders children characters. -Contributions to Efficiency Plays: We're not looking at absolute LTC here, but we're not turtling either. How does the skill help your units achieve their goals easier? Rings are also included in a skill's overall ranking. This, of course, affects very few skills, but it does affect the availability of the Ring skills. Another minor consideration is how well the skill works with other skills on units. For example, the almighty Ambush/Wrath combo makes both skills more useful when stacked, but not necessarily on their own. This is mostly looked at with skills like Charge and Continue which can be very dangerous when combined together or with Pursuit. UPDATE: Due to requests the tier list has been switched to two separate lists by Generation. Those are below. This is the original, and general, tier list, and will remain up for debate and reference. Pursuit Tier Pursuit High Tier Dance Elite High Middle Tier Prayer Steal Charisma Middle Tier Critical Continue Astra Charge Bargain Return Wrath Low Middle Tier Ambush Luna Low Tier Sol Nihil Life Bottom Tier Great Shield [spoiler=First Generation]Pursuit Tier Pursuit High Tier Dance Elite Return High Middle Tier Prayer Steal Charisma Middle Tier Continue Critical Charge Astra Bargain Low Middle Tier Wrath Luna Ambush Low Tier Sol Nihil Bottom Tier Life Great Shield [spoiler=Second Generation] Pursuit Tier Pursuit High Tier Dance Elite Charisma High Middle Tier Continue Critical Charge Middle Tier Prayer Astra Charge Steal Bargain Low Middle Tier Wrath Ambush Return Luna Low Tier Sol Life Bottom Tier Nihil Great Shield [spoiler=The Almighty ChangeLog]3/8/2015: -Bargain dropped to Middle Tier, position still debateable -Critical dropped to Middle Tier, maintains same position
  14. One of the first things I heard about Genealogy of the Holy War's plot was the apparent abundance of incest but after beating the game, I can't actually think of that many instances of it on my playthrough: - Alvis and Dreide are half-siblings - Claude and Sylvia are hinted to be siblings, though I think that ,oficially, they are not. - Elsthan and Lachesis' relationship isn't explored in depth in the game, but given Lachesis partner tells her "He knows" on the last chapter, it's seriously hinted. Is there any information on treasure books or anything about this? I'm really curious. So that's three, which is still a lot. But you can pair first cousins like Shannan and Lackhe, right? So I guess that if that counts there's far more incest in the game. Thoughts? Anything I'm missing?
  15. Welcome, chicos, to my blind run of the Jugdral FE games! I plan to do them chronologically. The first section will be the first generation of FE4, starting at the Prologue and ending at Chapter 5. Then, Thracia in its entirety will be played though, with the rest of Genealogy following that. Please do not spoil anything that happens in these games, as my intention is to play them with minimal help. However, gameplay mechanics that are important to understanding how the game works that I may not know are welcomed to be explained. Progress: Thracia Ch. 5 complete [spoiler=Gen 1 pairings]Midayle X Adean Lex X Ayra Azel X Raquesis Alec X Sylvia Beowulf X Ferry Levin X Tiltyu Jamke X Briggid Click here for navigable archive of updates [spoiler=Original text]My goal right now is to play through every single FE game, and I've decided to go to 1-5 to start that. I need some motivation to get these done. So, I'm going to do an Lp. I've touched most of these games a little, but otherwise I have no knowledge unless you count FE11. I hope to have a really derpy time with this. Send me off on the road to nowhere!
  16. So, I'm playing through Genealogy again, and for some reason since hitting Gen 2 I can't perform ingame saves anymore. It's not an issue with my patch, and I've redownloaded the rom to no avail as well. I never had this issue before and could save just fine in gen 1 and in a new file. Has this ever happened to anyone else? It's preventing me from getting Seliph's extra leadership star, so it's kind of annoying.
  17. I need help for editing FE4 text. I want to do a spanish translation but i don't know how to hack the ROM , any tip into this?
  18. I wanted to match Levin with Fury but before I could have them talk he fell in love with Sylvia, despite not being nearly as cool. What can I do to fix it? I can reload a save fom the beginning of the chapter but I'm not sure it would actually help since they gain love points just be existing on the same universe and Fury still isn't a match for the dancer in Levin's heart. If I kill her, can I make Levin fall in love with Fury and then revive her? Or is there an easier way to do it? I know LevinxSylvia is a good pairing, but I don't like it from a narrative point of view.
  19. I was scanning rhdn recently, and i noticed that both fe3 and fe4 recently got new Vietnamese translations. Both of them are listed as complete, (although the fe4 one left some menu stuff untranslated.) Notably, instead of trying to translate proper nouns, the translator just uses the english ones. My fe4 run is not at the endgame, so i don't know weather this translation includes the ending or not, but if it does, it would be a better way to experience it than the Japanese, because all of the proper nouns are in English. I think he might also be working on fe12. fe3 link: http://www.romhacking.net/translations/2276/ fe4 link: http://www.romhacking.net/translations/2291/
  20. Fire Emblem 4-7 Mod http://www.mediafire.com/file/6nvwbppt0c7e0to/emblem-kings-0.11.1.rar It is a blessing to see it finally leave Alpha and now populated.
  21. By what time do the Gen 1 characters have to be in love for the children to appear in Gen 2? I've been looking all over, and I can't find an answer-and for some reason the love points aren't always distributing, so I kind of need to know.
  22. Since I figure this is a good place to reach people who delve into the FE4 code... Is there any truth to the assertion I've seen in a few places that Altena's event conversations with Corple, Finn, and Hannibal accumulate love points? I've seen the video of deleted scenes on niconico that demonstrates that the characters like Altena who can't be paired all have "lovers' castle conversation" snippets and could've been paired at some point in development, but it'd be nice to know if the conversations actually do provide love points as well. Not that I'm raring to pair Altena and Hannibal or anything... Altena/Corple 4 ever
  23. I have just started my third run of fe4(beginning of chapter 2 EDIT: now on beginning of 3), and was planing on doing things differently this time. I found that i used certain strats to get past tough situations on both of my first two runs, and would like suggestions on other strats to use. EDIT: I am listing what i hear/find here for future reference. Also, i may post how well each pairing works. Some examples: -Does anyone know a good way to train Dew? I heard that he can fight the cross knights. How does that work? -Is there a reliable way to deal with final chapter julia other than silence? -I heard somewhere that you could exploit a glitch to get both rezire and aura in chapter 6. Does anyone have any idea of how to do this? -I really want to get the bargain ring in chapter 2 on this run (i was not fast enough on my previous runs). Are there any good methods to use? EDIT: just rush it, then have levin rush over. Your foot units are ideal cleanup troops in this case. -Is there a reliable way to recruit hanibal other then ai abuse? (sleeping him, killing his squad, and stationing someone on his castle entrence tile so that he just stands next to them because his ai says to go to the castle to get reinforcements and this confuses it.) Note that i am using the following pairings: (many of these are intentionally suboptimal because i have already tried the good ones.) Aria X jamka aiden X fin Lachesis X azel Silvia X levin (because i have already tried both fury and tiltyu for levin) Claude X fury (the only one i have already tried, but if i pass down fortify, corple can grind it(which is why i want the bargen ring on him from the start) and use holsety from the beginning of chapter 10) Brigid X Dew(which is why i want to level him up) Tiltyu X Lex I am also using the hard AI setting. Does anyone know what difference that makes? So far, the only difference that i have noticed is that it made aria continue to attack my bait after genoa is captured, in stead of beelining for sigurd.
  24. Okay how do you get to the village near Darna in chapter 7? The bandit moves towards it before Seliph can even get near Yied castle. Why "Intelligent" Systems ever thought stupid map sizes were an amazing idea I'll never know, Chapter 6 took me 53 TURNS JUST BECAUSE I didn't put the Leg Ring on Sigurd by the end of Chapter 5!
  25. It recently occurred to me that if we take the formulas to calculate the growths of the children in FE4 and run them in reverse, we can calculate the growths of the parents of the generation 1 player characters and substitutes. To recap, we know the father's growth in a stat plus half the mother's growth equals the brother's growth and that the mother's growth in a stat plus half the father's growth equals the sister's growth. However, if we plug in the brother and sister's growths, we have a system of linear equations in 2 equations and 2 variables, which we can solve for the mother and father's growths. Repeating this once for each stat allows us to calculate the growths of vylon, ring, their wives, and all parents of the substitutes. Note that this rests on the assumption that the formulas given above are followed when the parents are not player characters. Ring's stats also follow the assumption that the formulas mentioned above work for identical twins. Other wise, we would need andre's growths in order to calculate them, which is obviously impossible as he is not a player character. Note that all growths in the following table(note: table is in ziped excel document becaues i could not get it to display properly). holy blood bonuses are not included. Major holy blood is in capitals. I could calculate more, but this suffices to show that intsys did not think about this when implementing this mechanic. Note especially roddlevan's father's negative RES growth. This actually happens whenever one kid's growth is less then half of the other's(for example laylea's and sharlow's MAG growths). In summery, the growth system in FE4 is like the continents at the edge of the awakening map. Intriguing, but nonsensical if you look closely. Parrentgrowths.zip
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