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  1. Does anyone know if ambient noises exist for FE7? Things like crickets chirping or the wind howling. I have heard it in some Let's Plays and in normal vanilla FE7, but I can't find the byte codes in the music/song list. Unless they're being mis-labeled? Is this an actual thing or have I just been dreaming it up? Could anyone point me to where I can find ambient noises if they don't exist?
  2. Hi guys I have recently started with FE hacking and now im learning to do events, but actually I got a weird error that makes the games freezes. So here is the vid of what exactly happend... http://youtu.be/S7v7ElFuANI the problem is that when I move ally units the game crash. Also is such a simple script, (I only put 2 units, no turn events and that) so I am a bit confused about what have I done bad... I hope that you guys can help me.
  3. Team Green (51-100) Team 2010 (1-50) (64) Charlemagne declares that Greenie shall go first. Greenminid Unit HP Mgt Skl Spd Lck Def Res Con Acc Avo Crit Lyn 60 24 29 30 30 22 22 10 73 90 14 Hector 60 30 24 24 30 29 20 15 63 78 12 Erk 60 28 30 26 30 21 25 6 75 82 15 Lowen 60 25 26 24 30 25 25 12 67 78 13 Guy 60 24 29 30 30 22 23 6 73 90 29 KP 2010 Unit HP Mgt Skl Spd Lck Def Res Con Acc Avo Crit Oswin 60 29 27 24 30 30 25 16 69 78 13 Dorcas 60 30 28 26 30 26 22 16 71 82 14 Farina 57 23 25 28 30 23 26 10 65 86 12 Dart 60 30 29 28 30 23 21 13 73 86 29 Karel 57 24 29 30 30 22 23 9 73 87 29
  4. Is it possible to split the Anima Triangle into Wind, Fire and Thunder and add Knives as a weapon type with FEXP?
  5. I'm trying to get the tile animations to work for my maps, but they all have the same error. The error: I've got the tile animations set to 0x5 Water (Fields; Plains; M&S), which I'm fairly certain is the correct one, but the tiles do what's seen in the picture. So I'm wondering what might be wrong and what can be done to fix it. Any help with this is appreciated.
  6. There's been a huge spate of people doing randomized FE8 LPs on Serenes' Forest after Klok started one, But I'm noticing a painful dearth of other games... So, I'm going to try one myself! I actually started this LP on imgur because I couldn't figure out how to insert the screenshots, so the first three updates are going to be transposed from there. I think I get it now, though - so without further ado, let me introduce: FIRE EMBLEM SEVEN : RANDOMIZED! I'm using the Universal GBA FE Randomizer by OtakuReborn; you can find it here: http://serenesforest.net/forums/index.php?showtopic=55809&page=1 These are my settings. Seeing how characters would fare if they had been placed in different classes is one of the things I like most about randomizers, so I'm not randomizing anything except for classes, affinities, and recruitment. I'm actually not the biggest fan of random recruitment either, but I'm figuring it'll make for an interesting run. Anyways, the odds are in my favour that this'll mean getting Nino early! (I never really caught up with the tier-making fanbase's switch from growths-favouring to bases-favouring, so expect to see me babying weak units and neglecting prepromotes a lot .) I didn't randomize Thieves because I hate leaving resources un-plundered, and I didn't buff enemies because I'm not good enough at this game yet to need extra challenge. Let's jump right in! [spoiler=Prologue and Chapter One] I'm going from Lyn hard mode to either Eliwood hard or Hector normal. I've never played through Hector mode, so I kind of want to try it, but Eliwood mode is more proof against getting screwed by the randomizer in the first few chapters. Don't expect me to cover the story cutscenes. The point of a randomizer playthrough is extra gameplay for people who already know the game, and anyways, I find it jarring to have characters talking in cutscenes that don't exist in my party. Is... is that...? It is! Hector Lord Lyn! This is gonna be great, I can just feel it! Lyn's new palette seems pretty nice. Batta never stood a chance. Speed and defense... Could be better, but I'll take it. I'll also have to screenshot levels a bit later than I did here, it looks like... From what I've heard, Lyn mode characters don't get randomized recruitment, because they're actually different versions of themselves from the ones you get in Eliwood/Hector mode, so that's why nobody's been replaced by a different character so far. Annnd here are my new Kent and Sain! Funnily enough, I've had both of these versions of them before - in my first randomized run, which used Ephraim and Klok's randomizer and is currently stalled at BBD, had Troubadour Kent, and more recently I tried starting a run that got Female Archer Sain. At least this time Sain didn't spawn with a Ballista... I'm rather liking the utility of Kent's inventory here, it's a pity it'll get wiped at the end of Lyn mode. I had Lyn weaken the bandit so that Sain could finish it, and this is the thanks I get? Kent doesn't look too bad as a troubadour. That's better. It's good to know that first miss was just a fluke, and now Sain's gonna be his (her?) usual awesome self... right? ...Of course not. Operation Feed Sain Kills is not going as planned, thanks to her (his?) stupid poison bow and its terrible accuracy... At least I have an earlygame healer to make up for it. That's right, Lyn, keep luring them in... -sigh- S/he can't even kill this one if s/he hits! Sain, why would you do this to me? Annnd EXP is lost to Sain's poison bow... blast. Alright, Sain, you get one more chance... Screw it, I'm giving Lyn the kill instead. Here are our stats against the Nino-boss. Guess I'll give Sain one more shot at redemption... Huh, Zugu's palette isn't half bad. Sain, you're not supposed to be this disappointing! ...At least this might do something about that hit-rate... [spoiler=Premonition: A Glimpse of Friends to Come] I decided to make a little mini-update to show off our other two Lords so that you can select which route I'll be taking! Let's take a sneak peek at our first option, Eliwood Hard Mode. So we have a thief, a mage, an assassin, and a soldier. You're only going to learn about the thief for now, though, as everyone on this screen will join in chapter two of Hector's route, making all but our new Lord unimportant to the big decision. Besides, I have to keep up /some/ suspense, don't I? It's Jaffar! And he's looking awfully tough, too. I mean, just look at that! Only level 1, and four out of six stats are already in the double digits! While having a thief lord could be interesting, and chapter one on this route is less likely to potentially screw me over, it obviously means less chapters. Now for the other possibility, Hector Normal Mode. Sorry, HHM fans, but I like my sanity. ...Somehow I have a feeling that I won't be worrying for a lack of thieves this playthrough. It's none other than the legendary Sword Demon, here to bathe his blade in the blood of our... uh... our... banes? Nah, I can't think of a way to keep that alliteration going. Anyways, if you thought Jaffar was strong, well... it appears Karel isn't one to be outclassed. Maybe I should have buffed the enemies a little, after all... Ah, well. Karel will definitely be able to promote earlier than Jaffar could, and he's got a nifty 60-use weapon for us! He also has 10s or better across the board. He might have a bit of trouble with those pesky lance-users, though... Which route will I be going? you decide! Should I go Jaffar Hard at the expense of a few chapters and two characters, or should I go Karel Normal and hope like heck that I can get my hands on some dough? (...get it? Since one of the Hector mode exclusive characters is Fari-never mind, it was dumb.) Just vote at the poll here: http://strawpoll.me/5105764 I /would/ make it a poll on this thread, but I already have upwards of 20 votes on this one, and I'm afraid things would just get mixed up if I tried to use both. Don't get too worried about taking a while to decide, though - I won't be counting up the results until the end of Lyn Mode. Of course, constructive criticism and feedback are appreciated! There's just one more update to transpose from imgur, but it's the longest one yet, so it may take a little while.
  7. The goal of this hack is to minimize RNG as much as possible and revamp the gameplay so that it matches the stakes set by the narrative. I don't know about you, but I wasn't very scared fighting ragtag level 3 units at Lord Lundgren's doorstep. This hack doesn't attempt to change the story, events or maps of FE7, only the gameplay (due to the lovely traumatic experience I had trying to make my own purely custom hack years ago...). That basically means I've modified unit stats, item stats, enemies and their formation on each map. RNGless methodology: 1. Hit rate is always 100%. 2. Crit rate is always 0%, unless you're using special weapons which give 100% crit. 3. Growth rates are 100% for HP, 0% for all other stats. Leveling up is the only way to increase HP. Promoting and using stat boosting items are the only ways of increasing the other stats. 4. Equipped weapons now give a certain amount of Def and Res in addition to standard properties (though all item's stats have been rebalanced). This hack expects you to have a solid understanding of original mechanics, such as how your attack speed is affected by your weapon's weight and your constitution. All the chapters are beatable without save states. Especially the prologue. If you ever get stuck, just think about what weapons you have, the bonuses they give you, the weapons the enemies have, the bonuses they give them, and how you can manipulate that to your advantage. Then think about cheesecake. v1.00 RNGless Fire Emblem 7 100% of Lyn's story modified. Plus the first chapter of Eliwood's Story because "why not?" https://www.dropbox.com/s/p6xyj4019kn279s/v1.00%20RNGless%20Fire%20Emblem.ups?dl=0 I made this using Nightmare 2.0, so special thanks to all involved in that software's creation. This was only playtested by my brother and myself, so I'd appreciate any feedback and constructive criticism. I plan to modify all the gameplay of Eliwood's story if Lyn's story is received well. I also plan on reliving the joys of soul-crushing defeat by trying to make my own completely custom hack someday that uses this RNGless system.
  8. I'm playing through Chapter 9 of Lyn Hard Mode and have noticed the following curious phenomenon in the enemy AI behavior. Depending on certain conditions that I have yet to determine, it appears that sometimes the bandit(s) who spawn in the SW corner of the map do not move off of their spawn point, which prevents certain enemies from spawning. I am currently doing a run where getting all of the EXP is extremely important, so if anyone has a viable workaround to this problem or even understands what causes it, I would be really glad to hear it.
  9. I was wondering how I can use the character banner and character forcer patches on a ROM that I've been working on for quite some time? Apart from already testing it out and finding out that it doesn't work on non fresh ROMs. How do I get those two "effects" onto my hack? Do I really need to start over in order to the effects from the two patches?
  10. I recently tried out the FE Randomizer program, and below is a collection of images from my run for FE7. I didn't want to upload a full blown LP, but I still wanted to share some of my experiences. As for the settings, I pretty much randomized everything, including items. My settings were roughly as follows: Growth Variance: 100 Base Variance: 10 CON Variance: 10 with a Min of 5 MOV ranged from 5-9 Might Variance: 10 with a Min of 5 Hit Variance: 100 with a Min of 80 Crit Variance: 50 with a Min of 0 Weight Variance: 10, ranged from 1 to 20 Durability Variance: 49 with a Min of 50 Allow Random Traits (Best part of the item randomizer imo) Here are some of the units I ended up bringing to the endgame, in no particular order. [spoiler=Units] Hawkeye was a boss in my run. He was the Oswin replacement and started out with a base of 26 luck! Plus, he came with a 50 use iron ballista! (3-15 range lol, see weapons images) Growths: HP: 20 STR: 30 SKL: 55 SPD: 55 DEF: 40 RES: 45 LCK: 5 Priscilla's replacement. Yeah that 12 Magic sucks, but I think you can guess why I brought her to the endgame...(see weapons spoiler) Growths: HP: 30 STR: 15 SKL: 40 SPD: 90 DEF: 70 RES: 55 LCK: 5 One of my best units from start to finish. He replaced Dorcas and came with some pretty awesome bases (30 HP, 7 MAG, 16 SKL, 8 SPD, 11 LCK, 7 DEF, 11 RES) Growths: HP: 5 STR: 85 SKL: 20 SPD: 90 DEF: 55 RES: 20 LCK: 5 The Jeigan/Marcus of my run. She had moderate bases, but a good class and good growths overall. The game threw tons of axe users at me (I used 3 Berserkers, 1 Great Lord, and there were 2 Fighters and a Pirate on my bench.) Growths: HP: 65 STR:55 SKL: 40 SPD: 65 DEF:45 RES: 10 LCK: 20 Bartre/Hector also had pretty good growths aside from HP obviously. Growths: HP: 25 STR:90 SKL: 45 SPD: 85 DEF:50 RES: 40 LCK: 45 I used Kent's sub for a pretty good portion of early/midgame due to her uber bases, but had to drop her later due to that lackluster STR. Growths: HP: 125 STR:5 SKL: 80 SPD: 50 DEF:10 RES: 5 LCK: 5 Florina's sub had pretty good bases, so I used her as my primary sword user for a large portion of the run. Growths: HP: 85 STR:25 SKL: 50 SPD: 5 DEF:70 RES: 5 LCK: 90 Argh Renault, why'd you bring over your crappy STR from vanilla FE7?! Legault's replacement had pretty good bases, and I needed a flier, so I had to make do with him for a while. He wasn't useless due to being a flying tank and the fact that 20 MT spears existed. Growths: HP: 5 STR:5 SKL: 40 SPD: 75 DEF:80 RES: 35 LCK: 5 Farina's sub. It took a bit of effort to train him, but he was the best flier/lance user I had. Growths: HP: 65 STR:40 SKL: 35 SPD: 25 DEF:30 RES: 35 LCK: 10 Probably my best axe user. I ended up bringing him as my axe main to the final chapter. He came with some sick bases, with most of them in the midteens. Growths: HP: 105 STR:25 SKL: 45 SPD: 5 DEF:30 RES: 45 LCK: 30 I ended up dropping Ninian for this guy, the Hawkeye replacement. He had enough base STR and SKL to nullify his abysmal growths there. Growths: HP: 50 STR:5 SKL: 5 SPD: 80 DEF:95 RES: 80 LCK: 20 Blah. Hector's sub really didn't do much until after promotion due to his horrid bases and combo of low MAG/SPD early on. (16 HP, 2 MAG, 3 SPD, 0 LCK...ugh) He became useful when I was able to procure a Bolting Tome for him. Growths: HP: 5 STR:40 SKL: 50 SPD: 50 DEF:25 RES: 45 LCK: 45 [spoiler=Weapons] Doesn't seem special at first glance. Actually, it took me until the mid 20 chapters before I realized it had a brave effect! Whee, infinite use brave weapons are always fun! This was one of the most useful swords in the game. It has a hidden lancereaver effect as well. Silver swords aren't too bad either with 21 MT, 106 HIT, 25 CRT and 2 WT, but 1-2 range is far more useful. Infinite use bolting? Yes please! And I got two of these suckers to play with hehe. Probably the best S ranked weapon I got. It might even be better than FE4's legendary weapons due to actually having a brave effect this time! This was hands down the most useful weapon of the run, considering I had it right from the beginning. I used 2 of my Hammerne staff charges on this sucker. I don't think I would've been able to save Pent's replacement in the desert without this weapon. You'll see why at the end of this section. This doesn't look like anything special, until you realize it has an Eclipse effect. Normally Eclipse effects kinda suck since you can only whittle half of your enemy's HP and you can't crit nor double. But due to the innate brave effect, plus this extra effect...you basically OHKO every enemy in the game! Probably the most OP weapon in the entire game. The crit effect is wasted though; it would've been nice if that was added to its hit rate. I used my last Hammerne charge on this weapon, for obvious reasons. Now imagine this weapon with 1-2 range, infinite uses, and a unit with the Ambush Skill from FE5...*drools* OMG, this is probably the 2nd most OP weapon of the run. Ignore res, with uber crit, and...a brave effect!!! Besides, you get like 3 or 4 of these in the game...so yeah haha. These suckers caused me to restart a lot, and if I didn't have that iron ballista, there's no way I could've saved Pent's sub in the desert from the Luna shaman. This weapon pretty much was the reason why Fiora was a viable endgame unit despite her paltry 12 MAG. Other Notes: -One of my lords was a monk but I didn't get to promote him until way too late due to the fact I got my only thief on Night of Farewells >.< Ironically, I didn't get any S ranked light tomes in the Final Chapter, so I guess not having an S ranked light user turned out to be a blessing in disguise. -Having 2 infinite use boltings and an iron ballista really helped me out a lot. This run would've been much more difficult, perhaps impossible (in the sense of recruiting everyone, especially in the desert and Night of Farewells) without these weapons. -Luna shamans were the bane of my existence lol. I probably died like 10+ times because I forgot about them. -Lances got shafted in this run. Steel lances, Emblem lances, Javelins, and Short Spears all had the Eclipse effect. Only the Spear and Brave Lance were useful, but I didn't get many of those. Steel lances were annoying though since they had super high hit rates, so it was rarely a good idea to throw your best unit into a pack of 8 of them.
  11. Drafting: 1. This draft is for 5 players. 2. Hector, Marcus, Merlinus, Ninian/Nils, and Athos are free for all to use. 3. Bartre and Karla are drafted as a pair. 4. Ninian and Nils are drafted as a pair. 5. Geitz and Wallace will remain undrafted. 6. The game will be played on Hector Hard Mode, skipping Lyn 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, opening Doors or Chests, talking to Fargus in Chapter 17x, or Seizing Castles in Chapter 25. 3. All Gaiden Chapters except 19xx, 23x and 28x are required to be visited. 23x and 28x may be visited at the player's discretion, and don't count towards the total turncount up to 20 turns taken per chapter. 4. Other units may do as they please without penalty. 5. Defend chapters count the last played Player Phase for turns if the timer is waited out. Penalties: 1. Undrafted units have a 4 turn penalty, per unit per chapter. Exceptions: 1. Matthew is free for Chapter 11. 2. Meatshielding is allowed for Chapter 13x. 3. Lyn, Kent, Sain and Wil are free for Chapter 16. 4. Undrafted Thieves may be used to obtain necessary Promotion items. Teams: Me: Fireemblemcai: [spoiler=units remaining]Matthew Serra Oswin Eliwood Lowen Rebecca Dorcas Bartre/Karla Guy Erk Priscilla Florina Lyn Sain Kent Wil Raven Lucius Canas Dart Fiora Legault Isadora Heath Rath Hawkeye Farina Pent Louise Karel Harken Nino Jaffar Vaida Renault EDIT: Swapped Ninian and Serra, Ninian is now free and Serra is now draftable.
  12. I'm editing the title screen on my rom hack however I want to stop the class reel from happening. I found out this was possible with the "rekka no ken title screen patch" (I think its by nintendlord) but when I apply the patch amd load up my rom the title screen glitches and then I get the "scream of death" (when the screen freezes and then produces a horrible screeching noise). Does anyone have any idea what might be wrong with my rom?
  13. So recently a bunch of screenshot LPs of FE8 using the new universal GBAFE randomizer have been popping up. I decided I wanted to do one too, but I wanted something more original, and not just the same old stuff. So I'm doing FE7 instead! Here are the settings I'll be using: Same settings Klok is using on his except I toned down the enemy growths a bit because FE7 is harder than FE8. I will be playing on Hector Hard Mode, recruiting every character that I can, and keeping everyone alive. I'll also be going for every Gaiden chapter except 19xx. Sidenote: I haven't actually played Hector mode before, or really any of the game past chapter 20, so my knowledge of those parts of the game will be vague at best. That just adds to the challenge though! Now let's get going! [spoiler=Chapter 11] And so it begins. Looks right. First chapter, and it's one I've never actually played. This should be fun. Uther doesn't want this game to happen apparently. First off we have Wallace the Shaman! He's replacing Hector. 4 move isn't great, and his stats are also pretty meh. That defense though. Wow. And of course he comes with two Lunas instead of a flux so he'll be doing five damage to everything ._. And Luna ways him down to 0 AS so pretty much anything faster than a snail will double him... Do I have to use this guy? Yes? Ok then. Hopefully his growths are stellar. Next we have...Hector actually. Mercenary replacing Matthew. 7 move is great and his stats are pretty nice as well. He can wield that Iron Sword just fine and he'd only lose 1 AS switching to steel. Plus he comes with keys since he replaced a thief. Definitely being used unless his growths suck balls. Here's the boss. He really outsteps my units. Thankfully he only has an Iron lance and I don't think he moves so Wallace can just Luna spam him. These enemies don't mess around, holy shit. Especially that knight, wow. This'll be a bit tough considering my only healing item are gonna be the couple of vulneraries some of the enemies drop. My plan is to bust down the wall, unlock this door with my key, and let the thief unlock the other door. Unfortunately it's gonna take me two turns to bust this wall down because Wallace is shit and can't do more than 5 damage. These two both attack the wall. Wallace will finish it off next turn. Positions after enemy phase. Offscreen is the thief, who's just below the bottom right pillar, the archer in the top left room, and the boss. Soldier was stupid and blocked the archer from attacking Hector. Wallace destorys the wall so Hector can attack. Hmmmmm... *Waits* Ummmm... Fuck. At least Wallace got a critical afterwards. So there is no way I'm gonna be able to beat this chapter like this. I may have set enemy growths too high. So here's what I want to ask you guys: Should I rerandomize with lower enemy growths? Or should I keep this randomization and try Hector normal mode instead? [spoiler=Resets] Game Overs (A character whose death results in a game over dies.) None yet Deaths (Another character dies.) Hector - Chapter 11 - Died to overpowered generic enemies.Also if someone could tell me how to look at a character's growths, that would be helpful.
  14. This is my first time playing through FE7, and I was wondering if there are any classes or characters to stay away from. Someone told me that Fighter should be avoided, but is there anything else?
  15. Howdy all! I've always enjoyed the screenshot LPs here, so I thought I'd make one of my own to pass the time waiting for Fates. I thought up this challenge the other day, and I'm not even sure if it's much of a challenge at all, but oh well. Here goes. Rules: 1. I will play the game with two teams. One team will be deployed only on even chapters, the other team only on odd chapters. 2. Gaiden chapters are free for alls, because I am too lazy to keep track of the switch. 3. Before each pair of chapters I will put up a poll to add a unit to each team. Only currently recruited characters can be chosen. 4. Marcus is banned because he is old and needs to save his energy to help Roy. Consider freeing him up if you are playing a non noob mode. 5. Thieves and dancer lady/spoony bard are free. 6. ENM, because I am a scrub and want a relatively stress free run. Mostly the scrub part though. Current Teams: Team Odd - Eliwood Lowen Bartre Poll Ch 15 Team Even - Hector Oswin Priscilla Poll Ch 16 Chapters: Chapter 11 Chapter 12 Chapter 13 I'll get around to making this post look pretty later. For now, let me know if there's anything I could do to improve this run, since it's still early going.
  16. So I'm trying to just use Nightmare exclusively in my RNGless hack since I'm decent with the "creative" side of game design but I'm so slow when it comes to the "technical" side of things, (It took me three hours to implement that whole "fixed poison damage" ASM thing. My brain doesn't seem to manage such things very well, especially when it's my first attempt at it; the tutorials I looked up turned out to be a mindfuck, mostly) Nightmare's proven pretty simple and forgiving to work with, so I was planning on just using that all the way through my RNGless rebalancing hack, but I've hit a few snags here and there. (And yes, I checked FE Universe like a good little hacker. I found nothing relating to my questions.) I'm trying to use the Chapter Unit Editor module to edit unit positions and inventory (obviously) but when I got to chapter 12 of Eliwood's Story, I couldn't edit any of the allied slots besides Hector and Oswin. So, any changes I made to the slots 0x00, 0x01 through 0x05 of the Chapter 12 Unit Editor (Eliwood, Marcus, Rebecca, Lowen, Dorcas, Batre) AREN'T SAVED. Even changing the Character Reference Number doesn't do anything for those specific slots (like changing Rebecca to Pent. Just as a test to see if any changes are saved. This kind of thing works on any chapter of Lyn's story without a preparation screen). It didn't really matter in chapter 12, since I was able to edit all those allied units in Chapter 11E. But now, in Chapter 13, I can't edit Matthew's or Serra's inventory. Also, there are two instances of Matthew in Chapter 13, 0x08 and 0x13. Changes to both aren't saved either. I haven't tested it yet, but I bet I won't be able edit Kent, Sain, Lyn or Wil's inventory either , when I get to them in Eliwood's Story (I should be able to, even though they're returning characters; I was able to edit Dorcas's inventory in Chapter 11E). So my questions are: Why can't I edit those certain slots on certain chapters? Are those slots modified by hardcoded events that override the stuff I change in Nightmare or something? It seems so arbitrary and I'd like an understanding of why it's happening, especially if I can't edit certain enemy slots in later chapters for no reason, too. I hope this all makes sense.
  17. Off the back of having almost finished an FE9 draft (last chapter to go), I've decided I want to play an FE7 draft. I've copied most of the ruleset from a draft GeneralHorace hosted. [spoiler=Marcus]Marcus is a draftable unit, but is only available for use starting in Chapter 22: Kinship's Bond, like Isadora. The goal of this is to put more value into previously overlooked Hero Crest users (and other early-game units). When Marcus is free, everyone basically gets the same turncounts from chapter 11 - 16, which is lame. [spoiler=Tony Mode (OPTIONAL)]Tony Mode is optional! Tony Mode is a hack made by Xeld (I believe). It basically means that your character's level ups will follow their average stats (sort of like Fixed Mode in FE9). Because of the way the level ups are adjusted, you don't gain any stats from reaching Level 20, so you can promote at Level 19 without 'losing out' on any stats. ​The patch can be found near the bottom of the first post of the Project Directory: http://serenesforest.net/forums/index.php?showtopic=44618 You'll need to apply the FE7 Tony Mode patch to the FE7 ROM (which you'll have to locate yourself - try Googling). If you need help patching the ROM, check this topic: http://serenesforest.net/forums/index.php?showtopic=349 As a side-note, I personally used the NUPS patcher and I found to be very easy and straightforward to use. Tony Mode is completely optional. I prefer playing without worrying about getting RNG-screwed. Drafting: 1. This draft is for 4 players. 2. Hector, Eliwood, Merlinus, Ninian/Nils, and Athos are free for all to use. 3. Bartre and Karla are drafted as a pair. 4. Marcus is a draftable unit, for use starting in Chapter 22. 5. The game will be played on Hector Normal Mode, skipping Lyn 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, opening Doors or Chests, and talking to Fargus in Chapter 17x. 3. All Gaiden Chapters except 23x and 28x are required to be visited. 23x and 28x may be visited at the player's discretion, and don't count towards the total turncount up to 20 turns taken per chapter. 4. Other units may do as they please without penalty. 5. Defend chapters count the last played Player Phase for turns if the timer is waited out. 6. Marcus is banned from all use before Chapter 22. This means you can't have him route chapter 14 with a 4 turn penalty. Starting from Chapter 22 onwards, anyone can use him and suffer the standard 4 turn penalty (obviously, the person who drafts him suffers no penalty and can use him freely from Chapter 22 onwards). Penalties: 1. Undrafted units have a 4 turn penalty, per unit per chapter. Exceptions: 1. Matthew is allowed to open doors in Chapter 11 but cannot enter combat or steal. 2. Meatshielding is allowed for Chapter 13x. 3. Lyn, Kent, Sain and Wil are free for Chapter 16. 4. Undrafted Thieves may be used to obtain necessary Promotion items. Teams: 1. Carmine Sword: Lowen, Erk, Rath, Matthew, Farina, Serra, Vaida, Nino, Renault 2. KP 2010: Florina, Heath, Canas, Bartre/Karla, Guy, Isadora, Rebecca, Legault, Geitz/Wallace 3. General Horace: Sain, Fiora, Lucius, Dorcas, Dart, Marcus, Lyn, Jaffar, Harken 4. Gradivus: Kent, Oswin, Pent, Raven, Priscilla, Hawkeye, Wil, Louise, Karel [spoiler=Units Remaining]Matthew Serra Oswin Marcus Lowen Rebecca Dorcas Bartre/Karla Guy Erk Priscilla Florina Lyn Sain Kent Wil Raven Lucius Canas Dart Fiora Legault Geitz/Wallace Isadora Heath Rath Hawkeye Farina Pent Louise Karel Harken Nino Jaffar Vaida Renault
  18. By default, only 9 kinds of weapon range is recognized(1-1, 1-2, 1-3, 2-2, 2-3, 3-3, 3-10, 3-15, MP/2). While it's possible to use the other range, the range name and tiles won't show properly. This patch will fix them. I don't know why the developer team is using longer, yet less effective code. This patch was created using Lunar ips. Using this patch together with another range modifying patch (i.e. Blazer's 2-3 range sniper patch) is not recommended. For FE7, you can download the patch here. For FE8, you can download the patch here
  19. While I was developing my RNGless hack, there were still a few elements of RNG that I couldn't seem to weed out with Nightmare. Edit: basically solved with a bit of digging in the right places. I've moved all the questions that I've found a solution to to the bottom of the post. The rest are things that I haven't found an answer to yet, of course. I think that covers all the random elements left in my hack, but please correct me if I'm wrong and you spot something random. Now on to the rather ambitious things I would love to see happen but would probably require an extreme amount of hacking knowledge, or at least far more than I have. To be clear, I'm not asking anyone to just do these things, I'm just wondering if it's possible. If something is, then we can discuss the "doing" part if you want. 1: Light Runes. I'd like for them to only by usable by characters with at least an E in light magic. In my RNGless hack, I gave Lucius a Light Rune with infinite durability, since I've always liked the Light Rune and how it can add another layer of strategy to some maps, and because of how I made light magic tomes more defensive than anything, so the Light Rune fits well into light magic as a whole. However, you can just trade it to a Cavalier or Peg Knight and they can use it more effectively because of their "Canto after item use" ability. 2: Healing Items. I'd like to be able to have a unit be able to target themselves and an adjacent ally with an item such as a Vulnerary or Pure Water. Perhaps at a lesser effect, as well (A Vulnerary heals 20 HP in my hack, but if you target an ally, then perhaps it can heal 15 or so). Healing for less isn't really that much of a concern, though, especially if it would be too much work. 3: Status Effects from being in inventory. I bring this up primarily for a certain weapon that I have in mind; a Rune Swordy weapon that applies Poison (just as if you were hit with a poison weapon) and deals poison damage to the wielder at the start of your turn. For example, you start the map and an ally has the sword and he is immediately poisoned when the Player Phase starts. For my purposes, this effect can be applied if the weapon is in a character's inventory (whether he has it equipped or not). 4: The best for last; what I'm going to call "Reaction Skills." I played through Radiant dawn recently and while I loved the skill system, it was far too random for me to really make strategic use of (especially at the end where the game's version of "balance" is either giving a unit Nihil or having them get slaughtered...). For instance, I gave Zihark Vantage, Adept and Killing Edge and sent him off with some buddies to handle a small portion of the map. He swung between being the most cinematic badass and a literal turd who can't proc a skill or dodge two 20% hits in a row when he needs to, resulting in his death. Then I just benched him and sent out a skill-blanked Brom in his place (This was during Part 4, of course) and good ol' Brom and his buds had no problems whatsoever. That irked me (aww, there's no Erk emoticon?) and I started wondering how skills can be modified to make them more useful, balanced and strategic. I came up with a system based on "Reaction Charges." Every five points of Skill a character has grants that character a maximum amount of Reaction Charges. So if Lyn has 16 Skill, then she'll have a max of three charges to work with. If a brigand has 4 Skill, then he is, in fact, a scrub who has no charges to work with. Each allied character regains one charge at the start of your turn. Reaction Skills can be activated at any time during combat. I'd like to check for player input at every stage of the the fight, as in "brigand attacks, you counter, but before the brigand gets to attack again (he's got the speed advantage), you press B and it pauses the fight and you can select a Reaction Skill to use immediately" but if that's asking too much, then perhaps the menu can be brought up automatically at the start of each encounter, the player chooses to cast a skill or not, then player input isn't checked for the remainder of the round. If that's asking too much then gawdammit. Examples of new skills and rebalanced skills: Vantage: Does what Vantage normally does, but costs one charge. Adept: Does what Adept normally does, but costs one charge. Block: Def +10 for one round. Costs one charge Dodge: Dodge all attacks for one round. Costs two charges. Pavise: Def +15 for the rest of the turn. Costs three charges (this will mainly be on Generals, who have low Skill, so they won't have the maximum charges to abuse this much. Plus this opens the way for skills that activate outside of combat, too. Sprint: Gain +3 Movement (before moving) for the rest of the turn. Costs one charge. Stun: Stun an enemy for one turn. Costs two charges. And that's all I can think of off the top of my head. This will the be the coolest thing since bacon if we can actually get all that stuff working. No knollroll sybolizing my derpiness, I'm serious here! Better than BACON! So let me know what you think of the concepts, and if any of this is actually possible to implement. And for the longest time I would never share my ideas, because I was afraid they'd get "stolen," but if these concepts can help make other hacks better and inspire their authors, then more power to ya. Besides, I'm not the one who's got the skill to implement these into the game, so claiming ownership seems kinda silly at the moment. Solved: 1: Poison damage. Poison damage does 1-3 damage. I'd like to know how to change it so that it deals either 10% of your max HP or a static 3 damage per turn. Edit (right before posting): I just noticed CT075's reply telling me how to change Poison damage. Thanks! I'll start browsing FEU but I've already typed all this out so I'm really inclined to post this first. Sorry! In the future, I'll do my research first and only ask questions when I'm stumped. 2: Enemy HP. When I autolevel enemies, they seem to have +/-1 or 2 hp compared to what they should have at that level (even though every enemy character, like 8A "Bandit 7," B7 "Caelin 4," etc have 100% in hp growth. I changed the class growths to 100% in HP as well, but it didn't seem to affect anything). I would like to simply remove the variance entirely. Edit: Thanks to http://feuniverse.us/t/vennos-small-asm-hacks-and-notes/269I found out how to at least cut the variance in half. I'd also like an item like the Knight Ward from Path of Radiance, having it in your inventory increases Def and Res by 2. The Emblem Seal item in FE7 raises Hit and Avoid just by having it in the inventory so I hope changing that to Def and/or Res (or even Str/Mag, depending on the item) isn't too much of a stretch. Edit: Thanks to http://feuniverse.us/t/vennos-small-asm-hacks-and-notes/269/13for solving this part.
  20. Since I started hacking about a week ago, I've more or less been working on the bare bones of my project, just getting the hang of things. Now that I'm getting into the meat of hacking though, I did come across a few questions. I'm pretty sure they're all simple enough not to warrant individual topics, though. 1. Is it possible to change the level limit on a per class basis, and if so, how? (Example: Marth from FE1 could be LV. 30) 2. If I insert some maps for testing, but later decide to change them up (be it tileset / size / etc.) can I simply re-insert them over the old maps, or would they take up a different amount of space now? 3. Same as above, but for events (added in an event without text to test, later inserting same event, but with text / more in it) 4, How do I go about setting if a unit is weak to bows? 5. How do I go about setting the terrain movement of classes? Thank you!
  21. "KelssFE" Beta testing begins: Soon™ Demo release: Soon™ Hey, everyone! I'm making an FE7 mod. It's actually been in progress for the past half-year or so, but thanks to school it's gone really sluggishly. I'm trying to have a "revival" of FE modding for myself now that school is winding down (I still have a class, but I still have time to do stuff), so as my first step of that I'm posting this thread here... because honestly, when I'm posting stuff on a forum it gives me a lot of motivation to continue. I'm shooting for a full game of about 15 chapters, with a demo containing seven (prologue~5+one side chapter) planned for this year's Fire Emblem E3. So what's this all about? Our story begins in the northern reaches of the continent of Aertz, in Arnsk, a small country sandwiched between the eponymous Kelss in the north and its historical southern rival, Clarenz. Founded by a hero who rejected both sides of an old war and raised a land on his own terms, Arnsk has since fallen on hard times, trying several times to join both Clarenz and Kelss to no avail. As the lands of the north and south become wrapped up in their own problems, with Clarenz policing its eastern neighbors and dissatisfied rebels springing up like weeds in Kelss, a Kelssian envoy is sent to Arnsk to offer the small nation a chance to join a federation in exchange for contributing fighters to the ranks of the loyalist Kelssian Guard. Joakim, the Duke of Arnsk, sends his right-hand man, Theln, to meet the Kelssians and accept their offer while he musters the entire Arnskian military to answer the call to arms. But this is only the beginning, and as the conflict begins to escalate, more and more of Aertz's nations will become involved... Without further ado, here are some teaser screenshots from the prologue!: Top: Joakim briefs Theln and introduces some helpful traveling companions. Bottom: Theln talks with an excitable comrade on the road to Kelss, totes a longsword and bow, and an enigmatic hunter stands in our way. Not much, yes, but I'll post new stuff often (likely decreasing in frequency as release draws near). This mod will feature several never-before-seen custom battle animations (for main characters as well as some normal units) as well as music imported from other games and some new gameplay concepts: I'm actually showing a lot of restraint in just posting six screenshots that aren't very informative right now, but I'll reveal more and more minutiae about the project as the month goes on. If you like beta testing and want more on your plate, let me know! I'll be recruiting beta testers very soon, and with the game having several ways to play through it I'll be wanting enough testers such that everyone can test a different route.
  22. THAT'S RIGHT, IT'S HERE. THE SEQUEL-PREQUEL THING OF A GAME. THE MANLY TEAM IS BACK. You know the drill, the MANLIEST OF MEN only. The difference is, this run will be played on HHM. I have never played HHM before (except for the first two chapters), so there is going to be a small exception to the rule. Serra can be used very occasionally if necessary, because this run is more for entertainment, and it can't really be that if I can't complete the levels (Dusk probably can with his eyes closed, but I suck at FE, so...). Yeah. Once Canas or Lucius promote, Serra will no longer be permitted, yada yada. Let's just play the game! [spoiler=This level reminded me why I stopped playing HHM] THE PREQUEL-SEQUEL YEAH THIS TIME WE AREN'T PUSSIES SORTA Accurate ELIDAD NO MANLY friends *implying he isn't already* That's right, it is another journey Now we're playing a game with hit rates OsTHWOMP doesn't like it as rough as Hector OH SHIT THWOMP BROTHER but love and adventure PLOT HECTOR HIS EYES ARE UP THERE DUN DUN DUNNNNN 'rendezvous' kinky 'Move out of the way or I'll penetrate you!' Wait that didn't come out right Yeah No Yeah your strength sucks Point proven THWOMP I like you already I like money I am already getting owned, awesome HECTOR COME ON IT'S THE FIRST CHAPTER THWOMP SO GOOD OH IT'S ON NOW BRO This went on for a couple turns until Hector got there God dammit Hector too THWOMP for you Wow some boss *gestures towards Matthew* Nah, Hector loves to make a mess Kinky Oh shit If I were that knight, I'd waddle away as fast as I could Why is this guy easier to take out than half the enemies in this level HEY SPOILER ALERT MAN HECTOR STOP SUCKING Hector doesn't have enough speed for that And so it begins SHUT IT GENERIC SOLDIER FIGHT ME Having back problems there, old man? OSTHWOMP, the MANLIEST OF THWOMPS, joins us Next time, we meet up with some of the MANLY MEN and fight crime together!
  23. I was testing out some weapons earlier, when I was reminded how the convoy differs in FE7 than FE8 (or any other FE, as far as I'm aware). I looked through Nightmare to see if there was a class option to change my lord character convoy access/ability to send excess items to convoy, but I didn't see anything. Is there a way to give other characters Merlinus' properties of being able to access the convoy, as well as letting items be sent to the convoy when an inventory is full?
  24. So I just recently beat FE6 again and it got me wondering, why is FE7 a prequel to FE6? FE7's main plot has like nothing to do with Elibe. The Black Fang? Dragon's Gate? Quintessence? None of it builds off of the foundation from FE6. Yeah there's that whole Bern succession subplot at the end of the game but it feels really tacked on. It's funny because I was thinking that FE6 might have been a game that could benefit from a prequel. There's a lot of history suggested by the game that I think would be interesting to explore: how far back goes the conflict between Sacae and Bern, how did Etruria come to colonize the Western Isles, how do the Illans maintain dignity as a people when working for other nations. I'm not a writer so maybe it wouldn't have been that great anyway, but still. I don't resent FE7 for not being my personal fanfiction, but it's like, why is this a prequel? It feels like they had Black Fang plot done first and then rewrote it to try to be a FE6 prequel. Why? Was FE6 that popular that the next game had to be related to it? I don't think it really fits. I'm not even saying FE7's story is bad (although I don't really like it). I just don't know what they were thinking. Any thoughts? Would you have preferred a real prequel to FE6? What would you have wanted it to be about?
  25. I found this cool Griffon Rider animation that came with a map sprite and I wanna know how to import it. Does anyone here know I can do that?
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