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Found 4 results

  1. English its not my first language, so please correct me/tell me if I get something wrong, thanks. Hi there, I decided to get out these questions, as newbie hacker: In regards of the weapon triangle, do you think that the weapon triangle looks somewhat empty since the update on fates?, It would be desirable to implement the updated triangle on a future romhack? It would be cool if the anima magic could be separated in the three elements (Fe 9/10 comes to mind), or I should keep it on the unified state that it is now? On a test, I made the tactician playable, and gave him/her access to all weapon kinds, It would be extremely OP if he/she had to start from rank E on everything? (This class works like a promoted one in regards of exp) I decided to use All-instrument format music instead of the old N.I.M. format, It would be reasonable/desirable to use it alongside the 16tracks12notes patch? (With proper composition/looping), Or these two patches are incompatible? I decided to nerf every weapon that follows the tier system, implementing bronze weapons, reducing might and weight to 1 for sword, 2 for lance, 3 for axe on bronze weapons (to keep this list going the next might and weight value its +1 of those from the previous tier axe) also tomes and bows suffered from this nerf. It would be wise to tier the weapons like this? I want to hear your critics/opinions about this.
  2. Hi, I was wondering what the Serenes community was thinking of each class's role. So I made this topic so everyone can give his/her opinion on classes/roles. What do you think the traditional FE classes are supposed to do? PT (physical tank), MT (magical tank), HT (hybrid tank), ORKO, OS (one punch man), wear down ennemies (giving exp to lowies), staffbot, planebot (carry things from point X to point Y), complete destroyer (most stats are sky high with good caps), dodgetank (sky high avoid), mobile, unmovable (defend units), melee oriented, range oriented (specify range from X to Y tiles away), jack of all trades (very even stats). This topic could be the starting point of a FE mod if there are enough answers. Please respect each other and everyone's opinion, everyone has his/her own view of the game and this is what makes such topic interesting. PS: by traditional classes, I mean classes that existed from the GBA games, and classes that can be made into GBA games classes from 3DS games (like dark knight/mage knight). Don't hesitate to suggest weapons available for classes you want to change. Edit: Seeing nobody answers, I'll begin: Archer would be a class with very high skill and high strength instead of speed, higher str cap but lower spd cap, with maybe 2-3 base range and 2-4 or 3-4 for long bows. Sniper follows the archer path while bow knight/ranger is faster, tankier and has less str and a little less skl. 6 move sniper/8 move ranger. Mages have no more 1-2 range, but 2 range only and more long range spells varying in power and accuracy. They're more siege-oriented, like archers. We could make mage knights awakening's dark knights or on the contrary let them squishy and make them more oriented to kill low hp targets while sages are more suited for the battlefield, what do you think of it? Maybe a few books could deal physical damage and have 1 range for the battle mages, so they can answer 1 range weapons?
  3. https://www.dropbox.com/s/fovxo6nzfv58rmm/Fire%20Emblem%204%20Divine%20Crusade%20V%200.2.ips?dl=0 Hi, this is my first project, so I'm not acknowledgeable about some things (like how to place this into a patch format, or where should I post the edited ROM after I'm finished with it), so I hope you can help me by keeping me informed of things I should be aware off. Anyway, moving along, I'm naming this project, the Divine Crusade balance project. It could be changed in the future, but I like the sound of it, so most likely it will stay like this. The goal of this project, is to rebalance FE4 so that playable characters that were too powerfull or too weak are balanced by nerfing/buffing them respectively. I'm also changing enemies so they fit with those changes. Right now, I have already done some changes to the game via the FE4 editor and the Nightmare modules tools. However I have no idea how I'm supposed to post the file here, since I have no idea if it should be in patch format or if it can be posted as a file instead. I also have no idea on how to convert the changes I've made into a patch, so I hope you could help me with that. Turns out it might have been simpler than I tought. Anyway, I've tried to create a patch and used a unheadered file when asked for the unmodified file. It's compatible with translations (as long as they are separate and named the same name as the SFC file) So if you want a translation of the game, you will have to do like I did and put it in the folder of the game as a separate file rather than patch over the already patched game. Anyway, this is my first version of the change. So I guess I will call it Divine Crusader 0.01. Guess I didn't need that 3 days of time after all to do this. I call this the Divine Crusade v.0.2. It really is just me testing the waters with the edit and nightmare tools. So don't expect it to be anything great, most likely it will have some mistakes that I have forgot to correct, but for now give it a try or don't and wait for me to do some extra touches in the future. It works with the unheadered version. Translations are also compatible, the translations patches should be named the same as the game file so that both patches work together. I will go on ahead and state some of the changes: -Holy blood growths were nerfed. Major Blood accumulated growths are 70%, while minor blood is 35%. Holy Blood used to be 100% and 50% respectively. - Changed Sigurd's,Azel's, Claud's,Tyltiu's and other people's starting classes. Sigurd is a Lord (not Knight Lord), Azel is a Dark Mage, Tiltyu is a Mage and Claud is a Bishop. Azel's and Tyltiu's promotions remain unchanged. - Changed character's natural growths. If there are any questions, please go ahead and post in this topic.
  4. As we know My Castle has its spot on the Nohr side, too. This got me a little worried, because Nohr is supposed to be harder and is said to have limited amount of exp. However the My Castle features different types of building as well as an arena like pic related: http://postimg.org/image/7fplh9blz/ You have to pay with resources to start a duell, but you also win double the amount. You get where I'm going with this. Could lead to: - infinite resources - blood for the rngod - broken reset buttons As the image suggests you can spend different resources for different opponents. This + the fact that you can boost your stats temporally with food, gives a hugh advantage over the arena meat. Past arenas worked similarily. The more meat you sliced, the thicker the meat got. In this case it would be rather impractical, because that way only very few very strong units could benefit from the feature. Thoughts?
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