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  1. So i want to do a pick my edits run of fe8. If you don't know what a PME run is, it involves people submitting and edits they would like me to make to the rom - stupid or serious. Anyway please submit any ideas you have.
  2. Any chance someone has created a mod/hack that imports Roy from fe6 into fe8? Roy is one of my favorite characters and i would love to see this sort of minor hack. If something like this already exists I would appreciate a nudge in the right direction. Thanks!
  3. Modular Minimug Box Mod This mod aims to allow for (nearly) full customization of the minimug box. If you've seen anything else I've made, you probably know that most of it involves this box. Here's an example of a configuration made for Eliwan: As you can see, quite a lot can be added to the box. If you're interested in learning about customizing the box yourself, or are interested in making routines for it, please see the FEU thread below: FEU thread MMMB Beta Download If you have any suggestions, find any bugs, or have any questions, please leave a reply here or on FEU. Thanks!
  4. I've been playing FE8 lately and I'm currently on chapter 12. I've trained both Joshua and Marisa both to level 20 and I need some advice on what to promote them too. I have an A Rank support for Joshua and Natalie(because his defense is trash) and I'm planning to give Marisa a Joshua support too. That is all, thanks guys.
  5. How do I save Marisa(Peg Knight) who dies to the Brigand on Turn 1?
  6. So i finished sacred stones a couple days a go and liked it for the most part. Not among my favorites bit all in all a good story line and great game.
  7. I would like to preface that this is very early as a concept, I'd just like to hear people's opinions on my idea so far. Firstly, I wanna say that I've never hacked FE8 before, but I know it's considered the better choice, so I'm going to learn. Brief synopysis: The story is about an ever-changing world beginning in the centre of the largest continent; the country Umēra, a young country home to many poor and unfortunate people which is about to face a major crisis that will put its existence on the line. The high ranking political powers are making their move, military might is being strengthened across the land. The condemned country is on a time limit. A strange array of characters will soon accumulate from the cracks and upper echelons of society - to save the country, or to save themselves? The story primarily follows a merchant by the name of Leith with a very broad past surrounding many important people, a mysterious and magical girl Rin with the heart of a pacifist who uses a flute as a weapon, a "resigned" soldier named Nyoman, an isolated young prodigy alchemist/mage Kody and a shut-in princess with aspirations to become a professional fencer named Thuraia. There're plenty of other characters, but I thought I'd mention the characters that represent the most diversity. Progress: well... I've written the first two chapters' dialogue. I'm also working on the maps for first two chapters - both gameplay and cutscene chapters. Hacking capabilities: I'm capable of mapping, basic splicing (though I'll probably just use NICKT's skin pack or FE7/8 characters), writing music and I learned basic scripting a while back. I reckon I could pick it up again with some practice. Obligatory list of features to likely expect: - 4-5 part story (Similar to Radiant Dawn, though probably not as long) - Some new classes (down the road, placeholders will be used for the time being) - New music (possibly some written by myself) - 25-30 characters - I'm hoping to write more of a character driven story, so less emphasis on army rosters. - Hopefully a unique story with characters archetypes not yet touched upon heavily (within the FE fanbase) - A substantial timeskip within the story (I've already planned where it will roughly take place) If you think I should give more information, I will add more on the characters and the world they hail from. I'll probably update this later regardless cause I've probably missed a few things.
  8. So I just started ephiraims route along with eirikas and I wanted to know why people think ch 11 is hard. Because I just blew right threw it, is it hard mode that makes it hard?
  9. Heya! So, I'm asking this here because this is extremely relevant to how I go about planning out my hack's story; how feasible is it to turn the chapter slots normally used by event-only maps and such into regular chapters? I know using the Link Arena "chapter" for anything is right out, of course. I read in the Ultimate Tutorial that editing the event map chapter slots is something that would be possible in theory, but that hacking utilities at the time were not currently designed to facilitate doing so. The thing is that "the time" was several years ago at this point, and I'm unsure if hacking utilities have been updated to support editing those or not (or if other difficulties in doing so have arisen). Thanks so much for your time!
  10. The FE8 Chapter Unit Editor Modules are kinda messy. The coordinate part to be percise. Basically, I changed the frormat of the coordinates from two iffy Bytes to one "Coordinate" that can actually be edited and added a Doc as some sort of "tutorial". Although almost everyone is using the Event Assembler for this, I thought it would be useful to have the Module at least Display the coordinates properly so that quick, small edits can be done faster. And maybe also to edit the Units that dont show up in the Event Assembler...? Well at least it's a bit more transparent now than it was before. Get it here if you need it.
  11. Heya, I've got two questions! Would it be possible to reimplement the Tale selection screen from FE7? That is, the screen from which you choose whether to play Lyn's, Eliwood's, or Hector's Story when starting a new file (and where you choose which out of Eliwood's and Hector's to proceed down after completing Lyn's)? I wanted to allow for a choice of which character to follow at the beginning of my hack, and it'd be lovely if I could use that screen for it instead of a boring ol' pure-text menu. How feasible would it be to add new Affinities? I'm talking about increasing the total number of Affinities in the game, not just changing the icons and properties of existing Affinities. It was my plan to add in Tellius' Water, Earth, and Heaven Affinities, each with their own unique sets of bonuses, for a total of 10 different Affinity types. How might one go about doing this? Thanks in advance!
  12. It’s no secret that the recent Fire Emblem titles – Awakening and Fates – have been… polarizing to the fanbase. While the games were critical and financial successes, many fans have expressed extreme disdain for the “mainstreamification” of these titles in comparison to older games. Personally, I think that each style of Fire Emblem has its strengths and weaknesses; the older titles have stronger stories while the newer games have more streamlined and accessible gameplay. As I turned these thoughts over in my mind, an idea came to me: why not make a fan project that combines the strong plot and character of the older games with the newer features of Fates and Awakening into a game that everyone can enjoy? And so I present to you Fire Emblem: The Black Dragon, a FE8 hack designed to take the best aspects of each style of Fire Emblem and combine them into a single game. I plan to bring back certain important or interesting features from some older games as well, along with some new ideas. I wanted to wait until I had a proof of concept put together before properly posting here, but impatience got the better of me and I decided to post here anyway. I'm not entirely without things to show off, though; I have some sprites and really early script already created. So without further ado... The Story: The continent of Rhoden has long been the site of a perennial struggle between two major powers: The Holy Empire of Damaria in the north, and the Kingdom of Maridia in the south. The Damarian Empire is a theocracy ruled by the Church of Valkyrion, while Maridia is a constitutional monarchy ruled by a king and a council of nobles that values logic over religion. The two kingdoms have been at war with each other for decades over ideological differences, and have pulled the other smaller nations into their conflict several times. The start of the story takes place five years after the last war between the two kingdoms ended in a defeat for Damaria. Now, tensions are starting to run high for the two kingdoms and war is imminent. As the kingdoms move towards war, a wandering mercenary named Zean O’Drake is dragged into fighting for Maridia. As he travels the continent, Zean and his friends discover that the war is part of a larger plot that threatens to destroy the entire continent, and that Zean is the only one who can stop the forces that threaten the world. Structure and progression: The story centers around three major Lords: Zean, a wandering mercenary with superhuman powers, Mikaela, the princess of the Damarian Empire, and Richter, a powerful Maridian general. Each Lord will have their own party and path through the game, and the player will be able to switch between the different paths at will to ensure that each party remains competently levelled. The overall structure follows a similar style to FE8 and Awakening, with a traversable world map that players can explore at their choosing. In between chapters, players can also access a base camp, where they can manage units’ equipment, equip skills, buy weapons, items, and skills, and access support conversations. In addition to the destination chapter, where the player must go next for story progression, the player may encounter skirmishes on the world map, where they may go in order to grind experience and money, or boost support levels between their units. To compensate for this ability to grind, I intend to make this a much more challenging hack than most FE games. Gameplay features I want: Revamped skill system: Skills add a lot of variety and utility to Fire Emblem games. My personal favorite skill mechanics come from Radiant Dawn, where skills could be un-equipped and re-equipped to different units at will. Skill mechanics will work similarly in this particular game. Skills will be divided into two different categories: class-specific skills and equipable skills. Class-specific skills will be certain abilities locked to certain classes. For example, Thieves will always be able to pick locks, cavalry classes will always have the Canto ability (specifically FE9/10 style Canto that activates regardless of action), Berserkers will have an extra 20% crit, etc. Equipable skills can be bought at the base camp shop and equipped to units regardless of class, and will remain equipped regardless of what class the unit changes into, which leads me to my next mechanic… Multiple promotions and reclassing: While I like the reclassing feature of the newer Fire Emblem games, there are times when it could be a bit intrusive using it to obtain new skills with units. To solve this problem, I’ve decided to revamp the system a bit. Instead of units having different sets of classes to switch between, each unit will be stuck to one base class, but every base class will be able to promote into one of three different advanced classes, which the unit can switch between at will in the base. For example, a Fighter will be able to promote into a Warrior, a Berserker, or a Hero. Each of these classes will offer unique strengths and weaknesses, as well as small increases to a unit’s growth rates. If the Fighter becomes a Warrior, they will gain a small increase to their Defense and Skill, and gain access to the Warrior’s unique class skills. If the unit becomes a Berserker, however, they’ll get the Berserker’s unique skills and an increase to HP and Strength. This will give the player the option to customize their units as much as they want, and since many other skills can be equipped, it means that the reclassing feature is entirely optional to give units all the skills the player wants. FE13/14-Style support system: One thing about the older FE titles I despise and one of the reasons I refuse to acknowledge them as superior to the new is the way support conversations work. Not only is it unclear and unintuitive as to how support levels are increased, but it takes way too long for the support level to actually increase. Newer games also allowed for characters to support with many more other characters, giving them more opportunities for development. I want to take a page from the new games in terms of how supports are accessed by making the requirements for accessing them A) be more obvious, and B) take less time. Also, support conversations will take place at base instead of the battlefield because that makes more sense. Since I doubt I’ll be able to implement a pair up feature in these games, increasing support levels will be done by having characters stand next to each other on the battlefield. The difference is that each time these characters battle together, a heart icon will pop up (as it does in the new games) to indicate the increase in support points. The amount of support points required will also be lowered so that it only takes about two battles to increase two characters’ support level one stage. S rank supports will return, but I’ll only have characters be able to S rank one or two other characters based on story circumstances. Since I’m not putting children characters in this game, S rank supports will instead allow the two characters to be able to access each other’s skills in battle. Example: Two S ranked units stand next to each other. One is equipped with the Adept skill, giving that unit an extra attack. The unit that does not have Adept equipped will be able to activate the Adept skill regardless as long as they stand next to their S rank partner. Battle saving and other small conveniences: Battle saving, which allows the player to save their progress in the middle of a chapter and reload back to that point at any time, gives the player a greater margin for error. Granted, since players will be using an emulator to play this, it might not be necessary, but I feel it’s something every Fire Emblem game should have. It can potentially prevent players from needing to reset the entire chapter if they made a mistake, and anything that prevents that is a good thing to have in my book. There are also some other minor features that are convenient to have that other hackers have brought out. These include being able to see if enemies can move or not, checking the attack range of every enemy on the map, and seeing if an enemy has a weapon that is effective against a particular class. These are minor, but can make quite a bit of difference for players. Equipable items: This has sort of been done before, but I’d like the give units the ability to equip certain kinds of armor and relics to give them additional skills. These would be given their own inventory ala Path of Radiance, to avoid clutter and make them easier to use. You can probably see that this is an ambitious concept, which is a problem since I have little to no experience. I cannot stress enough that I need people to help me with making this. Script/story editors, sprite artists, hackers... ANYONE. But that doesn't mean there aren't some things I can do and have done myself. Here's a small list of sprites I cobbled together for this project. And yes I know they are really obviously spliced together but I don't care. Here's Zean, the main hero of the story. A rugged, handsome fellow. Princess Mikaela, heir to the throne of the empire and second of the three lords. Horatio, one of the first people Zean encounters on his travels. And finally, Brida, a young Fighter girl who joins the mercenary troupe. If you are even remotely interested, you can read the first draft of the script I've written here: https://docs.google.com/document/d/1ukIBQnvch-0zS5B5ioyR4QS3qSA0d8MQJ-nLQaJNmmg/edit Thanks, Bahamut
  13. Hey, So I'm sure this question has been asked and answered before, but... I've been trying to get into the hacking business, and I've started doing my research by watching Ghast's tutorials. He recommends using Eventiel as a way to help newbie hackers learn how to event maps. However, to my knowledge, Eventiel is a FE7 program only, and I'm thinking of using FE8 as the basis of my hack. Is there any program like Eventiel available for newbie FE8 hackers out there? Or would it be wiser to start learning using FE7 to learn and then transition to FE8 when I get more experience?
  14. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  15. I am extremely unfamiliar with any sort of graphics-related hacking beyond simple palette swaps, so apologies if I do not provide enough information to work with. Basically, I would like to have an additional animation sequence for the Pupil sprite (Ewan) which is used for activating a Staff-class weapon. This would use the same progression of frames as the class's normal casting animation sequence, except that a vertically-oriented Staff graphic would float in front of the Pupil (visually reminiscent of the way this is handled with the Druid class). In fact, said Staff graphic would probably just be copied from the Druid, though it would probably need to be re-pixeled to properly inherit the Pupil's sprite palette. My main problems would be inserting this new sequence into the ROM, getting it pointered so that it played whenever the Pupil used an appropriate Staff, and timing the sequence so that it terminates at the correct moment after the attendant spell animation is finished playing. I'd also have a hard time getting the staff to 'float' convincingly from frame to frame, but that's minor compared to the other listed issues. I'm comfortable with using Nightmare and am quite willing to use other utilities, but might there be a pre-made sprite sequence that addresses something this specific, or an easier way to insert and pointer the result? If not, what are some tutorials you would recommend that might help me in trying this out? Thank you very much for any assistance provided in advance.
  16. Hi everyone. I've lurked here and wanted to join a draft for quite a while, but there were a few aspects of drafting that kept me away. 1, balancing the draft positions is difficult to get right. 2, drafts can take a long time to start. 3, teams are often quite similar with limited variety, especially the first picks. So I thought an auction would be better, because it solves all three of those problems. This won't be an auction of arbitrary points, though. This will be an auction of turn-count handicaps/penalties! E.G. you can bid 15 turns on Vanessa or something. If no one else bids that much, you get Vanessa for your team, but you also add a 15 turn penalty to your final score. Seems more interesting than arbitrary points to me. Heck, you can even bid non-whole numbers if you want, like a tenth of a turn on Marisa or something, makes the decision for lower tiered units slightly more meaningful. Just so long as the bid is non-negative! I don't want everyone putting like -1000 for Marisa as a joke, and then suddenly someone wins with -999 and has a negative total handicap. If there's a tie, all tieing players get the unit and the handicap they bid. To join, just send a list of the 28 draftable names and bid amounts via PM (making it a sealed auction on all characters is the key to starting quickly). Also post that you did so that others know how many are in. "Woah, slow down there! If you're participating, won't that just allow you to snipe bids as you please?" Nope, because I can post this: 07caf4b83e502fdef21a381f34609d262b4d288c970bdb3f86be603b30bf7731 That is the SHA-256 hash of my bid. It would be pretty much impossible to find a string to match that hash other than the string I used (much less a string that resembled a valid bid!) so I'm stuck with it and can't change it after learning the other player's bids, effectively "sealing" it. After teams are determined I will post the text I hashed so you can hash it yourself and verify. Now that I've introduced the concept, perhaps I should explain *how* this addresses the three problems I listed. [spoiler=1, balancing the draft positions is difficult to get right.]This is solved automatically by making all the players symmetric, by having all bids be "sealed". There's no advantage to going first, because *no one is "first"*. Players can join in any order and the result will be the same. [spoiler=2, drafts can take a long time to start]This way only takes one PM+post from each player, not 8 posts (1 to enter and 7 to select team members). So 3 actions versus 23 (subtracting OP) should be much faster. Heck, I've seen a draft take about 11 days to get started! [spoiler=3, teams are often quite similar with limited variety, especially the first picks]In a draft, the initial sequence of picks is nearly fixed. However, this way someone could get both Vanessa and Franz! (with a hefty penalty to compensate). What different strats become possible with both? What different strats become necessary without any of the top 4? What about a team with no warper, or a team with two or even three fliers? How often do you get things like that in a draft? Plus, teams are not necessarily made of 7 units! (although I will recommend a method to keep team size reasonable). Moreover, you actually have a decision to make about each character. You don't just first pick Vanessa because she's obviously best, you actually have to evaluate what she's worth. And also, an afterthought: [spoiler=4, we can learn some interesting stuff]The ranking of the top is fixed, the ranking of the bottom is nearly irrelevant, and only the middle is debatable in a meaningful way. But there is so much more we could learn about "how good" each character is. The actual turns a character can save is, of course, dependent on the other team members. But having an actual number, even an imperfect one, rather than just a rank could reveal some interesting things. We all know Vanessa is better than, say, Ross, but what about Ross and Artur together? Is she "twice as good" as Ross, "thrice as good"? Who knows, but if it turns out that the best results are obtains by bidding X on Ross and Y on Vanessa, we'll have a kind of answer that's more than mere opinion. Maybe we can try making Seth, Tethys, and Myrrh biddable another time too. OK, one last thing: team sizes. Very small teams and very large teams, while mathly "fair" (since no player is disadvantaged by randomness, but only by the decisions of the players), would possibly lead to a worse experience for all parties. Initially our bids will probably vary wildly too, so unbalanced team sizes is a likely outcome. If the people participating don't object, I would propose a simple Team Equalization Process, which would cap team size at X = average team size + 1 (so some variability still possible). If there are no ties, X = 8. After the teams are first made, any team with more than X members will lose the member(s) it bid least on (alphabetical tiebreak, A leaves before Z). Then all those characters will reenter the bidding pool, available only to those that haven't already lost them. Their handicap will become the average of their old handicap and the new winner's bid. This process will repeat until every team has X or fewer units. [spoiler=Example auction with super arbitrary, inflated numbers]A B C D <-Player 36.06 42.66 45.11 38.32 Vanessa 41.14 38.20 38.82 38.53 Franz 31.45 33.64 40.86 39.51 Tana 30.11 43.38 29.55 33.88 Artur 39.50 36.19 35.11 28.46 Garcia 35.04 40.79 36.13 36.85 Gilliam 34.10 33.27 27.29 33.83 Lute 33.33 34.96 32.77 36.06 Kyle 28.77 32.87 30.17 32.25 Saleh 29.55 29.44 32.42 31.43 Moulder 27.28 30.39 27.95 33.60 Ross 31.53 30.03 27.74 33.79 Forde 24.97 27.73 25.68 30.05 Natasha 26.60 26.15 28.75 27.61 Joshua 29.38 23.00 23.98 24.83 Gerik 23.59 24.55 21.53 23.49 Cormag 20.33 23.08 24.79 23.98 Colm 23.04 21.17 26.87 19.97 Dozla 20.60 25.45 18.39 21.50 Innes 21.88 19.46 22.73 17.63 Neimi 21.08 14.47 21.26 18.46 Amelia 19.94 17.39 19.39 18.38 Duessel 20.27 19.41 17.85 19.61 Knoll 17.90 17.53 14.96 18.95 L'Arachel 15.61 14.40 17.09 15.41 Ewan 16.57 15.18 15.18 14.59 Syrene 14.22 15.93 13.50 12.53 Rennac 14.89 12.91 14.24 13.70 Marisa A: Franz, Garcia, Lute, Gerik, Duessel, Knoll, Syrene, Marisa, total handicap 215.78, 8 members B: Artur, Gilliam, Saleh, Cormag, Innes, Rennac, total handicap 182.97, 6 members C: Vanessa, Tana, Moulder, Joshua, Colm, Dozla, Neimi, Amelia, Ewan, total handicap 259.88, 9 members D: Kyle, Ross, Forde, Natasha, L'Arachel, total handicap 152.45, 5 members Now average team size is 8, and player C has 9 members, so C loses Ewan, C's least valued. Next Ewan goes to A, and Ewan's handicap becomes (17.09 + 15.61)/2 = 16.35. Now A has too many though, so A loses Marisa, A's least valued. Marisa goes to C and her handicap becomes (14.89+14.24)/2 = 14.565. C, of course, has too many, so again Marisa must be sent into the pool, this time to D, and her handicap becomes (14.565+13.70)/2 = 14.1325. Now the final teams are: A: Franz, Garcia, Lute, Gerik, Duessel, Knoll, Ewan, Syrene. handicap 215.78+16.35-14.1325 = 217.9925 B: Artur, Gilliam, Saleh, Cormag, Innes, Rennac. handicap 182.97 C: Vanessa, Tana, Moulder, Joshua, Colm, Dozla, Neimi, Amelia. handicap 259.88-16.35 = 243.53 D: Kyle, Ross, Forde, Natasha, L'Arachel, Marisa. handicap 152.45 + 14.1325 = 166.5875 (Neither Ewan nor Marisa go directly to D because, in the event multiple characters reenter the pool, the order they are sent could otherwise cause arbitrary results. E.g. Ewan and Ross reenter a pool, and a player E with 7 members would get them next. Which one? If they can't be sent to a player with 8+, this is arbitrary, based on who sends first. If they can both be sent to E, then back to the pool again, then who E gets is uniquely determined as their most desired. We could uniquely determine via alphabetical or recruitment order too, but that's arbitrary in its own way, albeit non-random. I used alphabetical tiebreak for who gets sent *from* over-filled teams because I couldn't think of a better way.) [spoiler=Standard rules of play]Drafting: 1. This draft is for 4 players. 2. Eirika/Ephraim, Orson, Tethys, and Myrrh are free for all to use. 3. Seth is banned from all use. 4. The game will be played on Hard Mode. Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit Shops and Armories and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, and opening Doors or Chests. 3. Map shopping is allowed. 4. Skirmishes/use of the Tower or Ruins is disallowed. Skirmishes that are blocking your path may be activated and immediately fled from. 5. Defend chapters count the last played Player Phase for turns if the timer is waited out. 6. Amelia may be leveled to level 10/1 and Ewan to level 10/5 in the tower. All items gained from this must be tossed. Penalties: 1. Undrafted units have a 4 turn penalty, per unit per chapter. 2. Seth has a special 8 turn penalty per chapter. That's it! If you're interested, send that PM, make a post, and let's get started! Teams Judge Wargrave: Garcia, Kyle, Ross, Forde, Moulder, Natasha, Joshua, Colm handicap 50 (.515), turn-count 115 Eggclipse: Rennac, Knoll, Duessel, Ewan, L'Arachel, Syrene, Marisa handicap 12 (.3) General Horace: Cormag, Neimi, Innes, Dozla, Amelia handicap 13 (.6675), turn-count 129 Carmine Sword: Vanessa, Saleh, Artur, Franz, Tana, Gilliam, Lute, Gerik handicap 124, turn-count 91
  17. Not another hand-axe question :p Anyways, I was creating a new 1-2 range axe weapon and I've gone through the custom animation module and assigned it the hand axe animation. However, when I turn on the animation with the weapon, the wielder is still holding a regular axe and the battle could not continue. It seems like whatever routine that is checking the use of the proper hand axe animation is tied to the item id? I've previously tried something similar with some of the staves; I created a separate sleep staff with the only difference being the durability, but I was unable to use the staff at all. If this is the case, does anyone know where this routine is? Otherwise, how do I go about creating a new "hand axe" weapon? (This is for FE8 btw) Thanks!
  18. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  19. I randomized FE8 and I got a based Saleh with 11 strength and 18 speed.
  20. According to the research I've done, the maximum map size permitted in FE7 is 43x36. However... I have also read that the maximum map size varies by game. Is this correct? And, if so, what is the maximum map size for FE8? I recall reading at one point that those dimensions were flexible, but only if the two numbers added up to the same amount (or something along those lines); i.e. you could make a map that was 29x50 tiles if you wanted, since 29+50 and 43+36 both add up to 79. Is this correct? It kinda sounds fake, so I'll defer to people who know what they're talking about; what is the truth in regards to maximum map dimensions? Thanks for your time!
  21. I remember reading somewhere that, in exchange for not receiving any terrain bonuses, flying units got some kind of passive bonus to Avoid at all times. Like, +10%~+20% or something. Is this true? I can't seem to find a source for it, but I distinctly remember having heard about it at one point.
  22. hey guys i found this not rly sure where its from some guy gave me a patch for it some patch.ups
  23. Hello! Does anyone have .nmm file for the terrain bonuses in FE8 that they don't mind sharing? Also, regarding the staff exp gains, if I remember correctly, FE8 uses a formula that is based on a constant + (staff gold value / 20). Where do I go to change the value of the constant? Many thanks in advance!
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