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Found 199 results

  1. Hello Again everyone, since now my last LP/Challenge Run is over, I decided to take a break between games in order to not get frustrated and leave everything on the floor (Especially since the 3rd can be rage inducing if not careful). So instead I decided to do an side-series, which is.... Yeah, I'm going to start playing these babies randomized to see if things get too hectic (spoiler: they got really stupid as soon as the prologue). Since I'm using one of the best utility programs out there (Yune is a fantastic thing), here are the settings I choose: Growths & Bases: Going here full random since I want units really different from the original cast (especially when it comes to parenting). Assign Holy Blood: I like this mechanics, so I went full yolo and gave everyone holy blood to see if wild things happen later down the line while also messing up the bonuses for more options later down the line Skills: This is really important because I want actual options when it comes to choose pairings, so everyone has the same chances to get really wacky stuff (outside of pursuit with a really nice 50% chance per skill roll). I turn off Charge, Renewal, Paragon and Bargain because those are either too useful, powerful or an actual nuisance to deal with (I'm looking at you charge). Classes: Everyone's outside of dancers is in the blender so of course there's a good chance I need to deal with Julius without Narga. Children Options: Since the 2nd Generation will have it easy with all the inheritance I decided to have them randomized too in order to reduce my advantage (this option just only check if the kid have a weapon that share his parent, so people with a parent in the master knight class can be whatever). Holy Blood: I went shuffle because getting the same holy weapons is a bummer (Also, the legendary weapons have random bonuses so that's a thing to watch out too). Shops/Conversation Gifts: I went ahead and tailor that depending of the party since I want to actually beat this game. Enemies Table: Everything is randomized, so I can be ambushed by the whole church or assault a kingdom of princesses at the drop of a hat, so be prepared for some weird stuff. Promotions: Everyone can be anything, so expect shit like Noish tossing his horse in order to ride a dragon or Fury chopping her ride's wing since she has nausea. Buff Enemies: 50% growths for every enemies and a 25% chance for each enemy to spawn something outright painful....I'm feeling good about this one (Famous Last Words - 2019). Forced Holy Weapon: I hope I don't get something as dumb as Thorhammer frying my team as soon as CH2 pops in. I went against randomized the rings just because I don't want something as dumb as having two bargain/pursuit rings to abuse. With these out of the way, let's start our journey into the alternate Jugdral: Prologue, Part 1 - Jungby
  2. Just gonna make one thread about all of my questions, including future ones, because boy I have a lot of them😐 1-Changing the items you get from talk events Ex: changing the Silver Sword Alvis gives to Sigurd to something else. 2-Battle animation pallettes. I can't find a clear way of changing the unique pallettes. You don't have to answer both questions. Anything helps!
  3. -------------------------------------- Link to translation on tumblr Link to translation Google Doc - Images and Art -------------------------------------- EVEN IF YOU HAVE PLAYED THE GAMES AND DO NOT WANT TO READ THIS ENTIRE THING: I still highly recommend reading from the prologue, to Chapter 3. These early parts address backstory that was not fully fleshed out in the games, including: 1) Loptous' meeting with Galle, 2) the story of the 12 Crusaders, 3) Arvis' childhood, and 4) the attack on Darna. Follow me on tumblr, or twitter, for new translations the moment I finish them! I also do FE game localization vs. Japanese translations and analysis posts, so follow if you are interested in those as well! -------------------------------------- Links to FE5 novel translation, for those who haven't found it yet: Book 1 - Book 2 - Images and Art -------------------------------------- Howdy, everyone! Now that I have finished my translation of one of the FE5 novels (aside from minor edits, like updating to fit the new Project Exile naming standards), and the results of my "which should I translate next" poll are out, I have started work on one of the FE4 novels! It claimed 1/4 of the votes, even with other FE4 book options on the poll! Whoa! We as a fandom are really into Jugdral right now! FE4 is my favorite video game of all time, and I could not be more excited to translate this novel and share this retelling of the story with you all. I've currently translated up to Chapter 1 Part 1. Be sure to follow me at the links above for immediate updates! Of course I'll post here as well, but I mostly use tumblr and twitter, so those will get updated first.
  4. I am pretty sure we are either getting a fe6 remake due to the fact the team has shown interest in remaking it. Whatever game comes out next tho I want some connection to three houses s i am a big fan for connecting the game's lorewise.
  5. so I started playing fe4 today and am having the same problem and the only thing I could find even relating to my problem after an hour of google searches was this really old thread. I am using the snesx9 emulator and the A and B buttons are mapped to the z and x keys on my keyboard respectively. so I can't exit the shops nor use anything in town because the a and b buttons don't work once I enter a store or the arena. The arrow keys work, but that's it. Please help and thank you ❤️
  6. Continuation of the FE4 manga will be on this thread, but please refer to the other FE4 manga thread for Holsety Scans' work for the first five volumes and first two chapters of volume six. Holsety Scans and Fala Scans are composed entirely of different people, and we therefore take no credit for the work they put into their scans/translations. All credit for their contributions goes strictly to them (I've had confusion in the past where we mistaken for also being the old team by people new to the manga). Chapters hosted on Mega. Click "Download through your browser". Anything without an updated date on it prior to volume eight may still be in in need of editing! Update: 1/8/2019: We have not dropped this project. We are currently recruiting translators and redrawers/cleaners! Volume six: Volume seven: Volume eight: Volume nine: Volume ten: Chapter 58 Chapter 59 Chapter 60 Chapter 61 Chapter 62 Volume 10 Complete Volume eleven: Chapter 63 Chapter 64 Chapter 65 Chapter 66 JD's edited versions: Text positioning/size and minor grammar error edits were done to volume six on 12/21/15. Major edits done for volumes six through nine (chapter 53) on 9/2/2016. Major leveling and typesetting edits will be done to all volumes where needed later on. Chapters 38-40 edited. Note about edits: Unless the rotation of a page is really bad, it won't be fixed in the earlier volumes we've done. Unfortunately to rotate, it means I have to either redo the typesetting from the blank version, or I can rotate the typesetted version and it will reduce the text's quality and settle it in more as just part of the page and not a separate layer of text (it will look more blurry, and I've had a few minor instances where I noticed the rotation was off after typesetting and did rotate it anyway, but I rarely do that). - "I prefer reading the manga on manga websites instead of from zipped files. What do I suggest I use?" MangaDex is the closest thing we have to an affiliation. The chapters were posted up to chapter 64 before I was told about the site by a staff member, and I will be able to edit them as needed there as I have access to it as the team head. MangaScan.me for the top five recent updates (if you ever get any virus alerts or anything similar, let me know so I can take this link down. I am unaware of any thus far but if it doesn't seem to be a safe site, please let me know right away). MangaHere.co seems to have fixed its issue with skipped chapters. - Other information: Current team members are: Jugdral Defender (hi) (scanner, cleaner, typesetter), ChildofDain (cleaner/redrawer. Busy schedule), Damosel (cleaner/redrawer). ChildofDain can be found on Tumblr under the same name, as can I. You'll probably notice some blurry edge lines. That's because I did not (and will not) debind my books. We do our best to make it look nice without working with separated pages. Volumes one through six are also very thick volumes, so spine blurs will not be quite so defined as of volume seven and onward. Lastly, please feel free to notify us of any errors (typos, possible missed words, etc.). We'll fix them as soon as possible after hearing about them. Enjoy your share of FE4 pain and all the pain to come!
  7. hi folks, I'm gonna teach you how to insert portraits into FE4 so here's a step by step guide, pay attention class 1. First thing you need is a portrait, and the size of Jugdral saga portraits are 48x64. For this tutorial I'll use a picture of my furry kitten OC, Lamia. EDIT: Consult this post later on in this topic about a palette fix required for portraits as a very important first step: http://serenesforest.net/forums/index.php?showtopic=43520#entry2683698 2. In order to format it correctly for insertion and to make the mouth movement accurate, this is what it needs to look like: It's much the same as GBA portrait insertion, although that's automated now Here's a guideline to where the mouth is replaced: Follow these above examples in order to prepare it for inserting. Once you have it correctly set up, save the portrait as a .BMP image type, as a later step requires it. 3. Download this makeshift ROM file (don't worry it's not an actual game, just a placeholder thing to help portrait setup): https://dl.dropboxusercontent.com/s/9r4dvohoqwzbjk1/smcbase.smc?token_hash=AAGenK6zDLmUbVNrYWDqPMg6bHUwmIaecnQOHBJDPsPg_Q&dl=1 The above ROM is set to be just the right size to fit your portrait. Grab your favorite SNES graphics editor (YY-CHR, Tile Layer Pro, etcetera) and check for the Import Bitmap feature, choosing your portrait. The editor should be set to SNES, 4BPP. Once it's in, make sure you actually DO have 16 colors, and that the FIRST color in the palette is the background (black in this image). Don't worry about correcting the colors in the editor, since you'll need to adjust the palette of it in the ROM itself. If all 16 colors are registered but the background is using the wrong color (this happens to me in TLP), save it as an SMC and use YY-CHR's color-swapper tool for a quick fix. If you have trouble getting all 16 colors in (like, one or two are missing) then convert the BMP to a 16-color format with something like a GIF editor/animator like GIF Movie Gear. It will save BMP files to the minimum amount of colors, while preserving said colors unlike MSPaint. Once you have it set up, save your portrait as an SMC file (SNES ROM). This will make it ready to compress. 4. Speaking of the compressor, this is what you need: https://dl.dropboxusercontent.com/s/trx0vq6r6uca8zd/FEcompress.zip?token_hash=AAH8jd_A-CkoM87zZqMwSW5O9xow7-mxmnCY0vTK1FEV4w&dl=1 Contained within is a compressor for FE4 (and also FE3 but I don't have data on that) along with a readme. You don't need to have your portrait in the same folder as the program. If you have your SMC file of your portrait ready, all you have to do is drag your portrait's ROM onto the 'old' or 'new' FE4 compressor. I think the only difference really is that the newer one uses slightly less space, but I kept both of them in the zip in case of errors and whatnot. This will create a yourrom.BIN in the same folder as the file you dragged onto it. This BIN contains your compressed portrait data. 5. Refer to this data I stole from the FE4Binary collection: https://dl.dropboxusercontent.com/s/pcqetrlp75bz299/portraitaddresses.txt This contains all of the addresses of portrait data in the (headered) ROM. The numbers counting up are the reference, which is then used in the Portrait Pointer Editor in Nightmare. 00 is Sigurd, for example. The first address is the location of the compressed data. Sigurd's portrait is at A67B5. Now, open your portrait's BIN file in your hex editor of choice and copy all of the data. Find a portrait you want to replace (Sigurd in this guide), make sure you don't overwrite the next portrait, and replace one portrait's data with your own. Now, save the ROM, and open it up in your emulator to check if it loaded properly. 6. If you're successful, now's the time to change the palette. The second number in the portrait data list is the palette; Sigurd's is at CAA00. With this, all you have to do is figure out what is colored by what, and change it to the appropriate 256-color byte pair. Each single color uses 2 bytes. I personally use GBA Color Picker in order to match the colors as close as I can. To make a certain color in the palette more visible, I recommend setting one color to FF00, which turns it into a bright red, making it way easier to detect and find out what color it needs to be. Additionally, make sure that when adding your colors, the two bytes are switched around in the ROM. 7. After toiling around with that, along with all the testing and reloading, you should slowly see your portrait come to life within the game itself. 8. Eureka! Enjoy your inserted portrait.
  8. Hey there. One quick question. I'm trying to use HxD hex editor to insert custom portraits to FE4, but I just wanted to know where the data I copy from the bin folder is supposed to go after copying it.
  9. 1 year later note: YUNE does FE4 randomizing better these days. Don't go using this one. Over Christmas, i decided I wanted to make a proper FE4 randomizer as opposed to the crappy one I had made and posted to Reddit last summer. Now I have completed a playthrough of it to find and fix all the bugs I could find, and then fixed some more bugs with the help of some people on Reddit, I thought people over here would like it as well. So here we have it: Jespoke's FE4 Randomizer 2.1! And here is a link to the source code: https://github.com/jespoketheepic/JespokesFE4randomizer Randomize options: Classes Promotions Base Stats Growth Rates Skills Holy Blood Holy Blood Growth Bonuses Holy Weapon Bonuses Weapons: Might, Hit, Weight Other things: Various weapons are shuffled around and edited to match the randomized classes. Sword skills can be used and inherited by anyone, and holy weapons can be sold and bought. There is an option to nerf your own units' growth rates, in case you want to go ham on the OP options. There is an option to slightly rebalance weapons A few small things are edited to stop anything from breaking. If you run into anything weird, please tell me so I can try to fix it. The randomizer is made to work with both headered and unheadered roms, with or without the Project Naga translation patch. I want to thank the people in Lamia's FE4 stuff for finding/compiling a lot of the locations in the rom to edit to get everything to work, as well as the FE Binary people who made the Sword Skills patch. Please leave any feedback, suggestions, and fun results you may have ~ Updates: Update 2.1.2: Fixed an issue that came up when using high difficulty settings without randomizing growths. Added 2 new options for Holy Blood allocation: 33% Major 66% Minor, and 4 Minors. Update 2.1.3: Closed the loop created by 2.1.2 Update 2.1.4: Fixed the 2.1.2 problem (hopefully completely this time) The option to have Holy Blood not give growths is now actually considered a valid input. Added some stuff to make issues that get the randomizer stuck easier to pinpoint. Update 2.1.5: Fixed Pursuit rates not being as advertised. Added option to give you a guaranteed Troubadour if you want. Update 2.1.6: Kids and their substitutes now have the same classes, which means substitutes will no longer join with weapons they can't use. The guaranteed healer option now also gives you a guaranteed cleric in the second generation. Fixed the Seliph Holy Blood randomizing function doing exactly the opposite of what it was intended to, which could freeze the randomizer. Update 2.1.7: Tine, Lene, and Nanna now match with their own substitutes, instead of those of each other. That also fixes another problem introduced by the switcheroo, that caused saves to not load and the boss of the prologue to act weird.
  10. excuse the pretentious topic title, I'd like to go ahead and share some stuff for FE4 that everyone might not have access to or find all that easily fe4hackdocs first thing is twilkitri's old data, useful for learning some of the basics and has some things like dialogue coding that may be important to have, most of it is handled by nightmare these days but some isn't I also added the codes for using menu text https://www.dropbox.com/s/7n7j40012uyg7s7/fe4hackdocs.ZIP?dl=1 FE4MAP the japanese map editor, I 'translated' the necessary stuff (not much to translate but still looks better) google translate can help you if you want to check out the readme, but if you need some help with the program lemme know the important thing is that once you save a map, drag the map file you saved onto 'encofe4.exe' in order to compress it, then insert it to the ROM https://www.dropbox.com/s/er1qwe17u0t5z8g/FE4MAPv8.zip?dl=1 Note: FE4MAP makes the army editor nearly obsolete, use the appropriate editor in the program instead New Nightmare Modules more things to make your life easier Hair Color Editor edits the hair colors for battle animations, they're stored specially since IS was too lazy to make custom palettes for every character Triangle Attack Editor self-explanatory, there are three possible combinations Children Definition is this where children are born? I dunno, haven't played with it or anything, but hopefully it will act how I want it to later on Battle Sprite Editor just modified the defining bytes so it's better to customize Custom Battle Palette Editor provides a custom palette to any character with the matching class Class/Item Name Editor well there was a character one why not these too for huge convenience Magic Animation Editor just copy-pasted it from the FE5 one pretty much Chapter Music Editor the second one is for when chapters start from a save I didn't finish collecting all the phase data but it should be easy enough to figure out for anyone else (if you needed to) Skill Table Editors this new set of editors will allow you to assign any skill you want to the skill lists available for characters, classes, or items, the class one especially important due to the lack of skills you can give them it's pretty much for replacing all those unused and/or unneeded skills in the lists to use it, you designate a skill to a certain flag, which you then are able to use said flags in the other editors Shield Sprite Editor and Shield Definition Editor these will change the shields used by the various knightly classes, allowing for more customization you can give a certain shield of a certain color to a certain character using a certain class, which is pretty great - another note, relating to map sprites and shield sprites: if you use and customize the map sprite editor, the pointers for them are at $3825E I believe - this applies to both the map sprite and shield definition/sprite editor too: when pointing to a certain class, it will read from each class in the list until it reaches a character(shields) or gender(map sprites) that reads FF, then it moves to the next pointer - this is why when making someone not sigurd or celice into a lord knight, they look like a duke knight because duke knights come right after; since only the lords are lord knights, and their sprites are specified by character, there's no need to give them gender or an 'end list' code Item Sprite Editor this'll allow you to change the battle animation sprite and palette designations for items, giving you more customization on a side note, if you'd like to insert your own graphics like I have, the tile pointer table starts at $198A1F Battle Music Editor lets you change the music used during battle, though you can only use other music allowed for battle, mostly just useful after using the FE5 music patch Chapter Intro Music Editor changes the music that plays when a chapter loads and shows the name, right after the world map screen Skill Icon Display this set of modules is simply for changing which skill graphics are displayed for each skill with this you can give icons to 'hidden' skills such as canto, recover, etc I did this myself for those two and also some new skills in my hack so that none of the graphics get wasted Holy Weapon Flash Editor + Modified modifies the items that have the special weapon flash; there is a patch available that modifies the data to allow more entries, which you should then use the (Modified) version of the editor Magic Animation Pointer Editor advanced reference module for magic editing, don't be too concerned about it Broken Weapon Editor allows you to modify the broken weapon for every combination of weapon and rank; HOWEVER dark uses the same entry as light does, unless you change the pointers just before the data at 7E4DC - 7E4EF Battle Positions Editor changes how the characters appear in battle; like you know how ranged swords have them start at a distance, and long range tomes/ballistae start with one character invisible and they're both in the center of the screen? use this to change that stuff modules download: (overwrite the folders of the original nightmare package) last updated: Apr 9, 2017 https://www.dropbox.com/s/ctf0wshigwnkpqc/lamianightmare.zip?dl=1 other stuff Portrait Tutorial Magic Animation Tutorial link to some more tools in this topic: https://serenesforest.net/forums/index.php?/topic/39603-lamias-fe4-stuff/&do=findComment&comment=2775837 anyway that'll do for now, I'd like to think I'm pretty versed in FE4 if anyone wants to ask whatever, or not, I know noone cares about FE4
  11. Does anyone know how to remove the weapon triangle from FE4 and FE5? If possible, through Nightmare or hex editing, because those are the only manners of editing that I know of. Thank you for reading!
  12. i just want to now what people think of dew . i think he's bad because after chapter 1 there are a lot of swords and lances
  13. I wanted to try my first playthrough of FE4 with hard mode AI. Much appreciated if someone could send me their .srm, thanks!
  14. I figured I'd start one of these. RULES: 1. Please choose your character before joining! If you're choosing a character that doesn't have a specific father in Genealogy, specify the father before joining. Sibling pairs will share fathers, so if you want to join a sibling pair with someone who chose the other sibling, take note of the father. And try using the officially translated names, as listed below! 2. Only one character per person. That way, everyone has a chance to choose a character. Also, substitutes won't be allowed unless the person they substitute is already taken by someone else. 3. Each reply has to be one paragraph long. I don't want anything more. 4. Make it specific when you're speaking out of roleplay. 5. No godmodding or anything, obviously. 6. Now, we can mix with FE5 if you want, such as adding in FE5 exclusives. Though this is mainly an FE4 thread, if you want to portray an FE5 character, well, I'll be the one to decide if that character joins the roleplay, mostly so that FE5 doesn't run over FE4. 7. No drama, please. If you find yourself starting to hate one of the other roleplayers, just kindly block and leave! 8. If you have to leave the roleplay for any reason, please say so! That way, I can open up the character for someone else. This list of rules is flexible, but please try to follow them as best you can! If I need to add more rules, then I will. Now, for the list of characters. Seliph Lester, Lana (Father: Undecided) Ulster, Larcei (Father: Undecided) Oifey Diarmuid, Nanna (Father: Undecided) Julia Ced, Fee (Father: Undecided) Arthur, Tine (Father: Undecided) Iuchar, Iucharba Shannan Febail, Patty (Father: Dew) Febail: not elite Altena, Leif Finn: Dayni Ares Lene, Coirpre (Father: Undecided) Hannibal
  15. Guest

    FE4 Nightmare skill help

    So, I'm trying to give skills to characters, but the Nightmare Modules leave me really confused. For my example, I'd like to give Sigurd Pavise and Charm. Can anyone explain how do I do this?
  16. I'm looking for someone who has successfully patched FE4 with the Project Naga translation patch on an android phone to give me a step by step walkthrough on how to do so, because I've had no luck trying to do so myself, nor have I found anyone who has done so that went into great detail of how they did so. I have RAR, Snes9x EX+, a working FE4 (Gharnef) rom, and the Project Naga patch all download on my phone.
  17. I'm on chapter 3 so I need to start thinking about what items and weapons should go to who What are the optimal weapons and rings to give to each mother and father? Edain - Midir Ayra - Chulainn Lachesis - Beowolf Erinys - Claud Brigid - Lex Tailtiu - Lewyn Ethlyn and Quan + Sigurd and Deirdre too, I guess Thanks for the help
  18. https://docs.google.com/document/d/1xYSbx-2hlfj0mQHziO91uVeABf_qYgimAfpyim93-NA/edit?usp=drivesdk Feel free to criticize on anything you think for the Alec > Levin argument.
  19. Probably been asked before, but is it possible to force a pairing, such as FinnxLachesis, through codes? And if it is, a step-by-step guide would be very much appreciated as I am very green when it comes to things like this, and tech in general to be honest.
  20. I just noticed that the generation 1 characters in FE4 all face to the left (their right), and all the generation 2 characters face to the right (their left) in there portraits. I'm just wondering if anyone else noticed this.
  21. Alright, I'm back. I am on chapter 9 of FE4 at the moment, and I just got finished capturing Grutia. And for the love of god... this glitch started right before I started the fight against Judah, and it's driving me nuts. For no apparent reason, at the start of every turn, Seliph is greyed out as if he's already moved, even though he hasn't. As such, he's only capable of moving if Lene uses her turn to dance for him. In addition to that, because of this (apparently), the cursor at the start of every turn defaults to the tile at the top left corner of the map, instead of the tile Seliph is standing on, and when Julia spoke to him to trigger the conversation that gives him Res+3, the on-map appearance of the Res+3 message appeared on an off-screen tile directly underneath him. Anyone know what's doing this? It's driving me crazy. I can't play like this!
  22. so, after gathering enough data regarding the 1st gen( and finally ending the first session of the game for the last time ), i've decided to make this thread in order to not only share some infos, but also to eventually give ideas to new players and veterans alike in case they wanted to try out something new/different in terms of unit build for both 1st and 2nd generation with inheritance. what follows are some of the best units i've managed to obtain throu the first part of the game. there was actually more, however some of them were not promoted yet, so i've decided to leave them out since they didn't manage to reach their default potential. for details about classes and skills: https://serenesforest.net/genealogy-of-the-holy-war/classes/introduction/ https://serenesforest.net/genealogy-of-the-holy-war/classes/weapon-ranks/ https://serenesforest.net/genealogy-of-the-holy-war/miscellaneous/skills/ ...and be prepared for a long topic! [ disclaimer: keep in mind that items swapping was also partially involved, so it's virtually impossible to have multiple rings of the same type in 1st generation, along with other unique items ] - Mid game units - [ Overview ] - Main roles: Mobile tank | Mobile damage dealer - Pros: Cuan's role is basicly a mobile frontline tank that can hit&run, and also counter ranged units with a Javelin when needed. relies mainly on one-shot tactics when dealing damage, and works well at covering angles in wall-formations. works even better with a Shield ring, as he basicly gets close to no damage by physical attacks. can eventually defend castles, as long as there's not many mages around. - Cons: sadly, by the time he will obtain his Crusader weapon, he won't actually be able to use it for long due to story development. his low Resistance also makes him a good target for mages. weak to Knight Killer lances. [ Overview ] - Main roles: Mobile healer - Pros: Ethlin starts as main healer in the first chapter of the game, and becomes a good kiting unit once she obtains the Light sword. her Skill will let her land critical hits quite often, and even more with a Skill ring equipped. a well balanced, multi-role unit. - Cons: same as Cuan, by the time she promotes it will be too late to actually enjoy her new class due to story development. weak to Knight Killer lances. [ Overview ] - Main roles: Mobile damage dealer | Mobile Dodge-tank - Pros: a speed-based version of the Duke Knight, Fin will be able to land 4 hits on most enemies thanks to the sinergy between his base speed, Pursuit and the Hero lance. Prayer also gives him more survival chances when he gets low on hp, and becomes almost untouchable by most enemies. the Speed ring is a nice boost for both damage dealing and survival chances. can counter ranged units as well with a Javelin. can also defend castles well, as long as there's not many mages around. - Cons: low Res means getting tons of damage from magic units, so always be careful about wich targets you want to pick. weak to Knight Killer lances. - Late game units - [ Overview ] - Main roles: Mobile damage dealer | Mobile Anti-mage unit | Mobile Dodge-tank - Pros: here's our main Lord in top form, the anti-mage unit by excellence: Sigurd. he mainly plays as mobile frontline tank, and thanks to Prayer on his Crusader weapon he will become almost impossible to hit when he gets low on hp. he can eventually counter ranged units too with magic swords and Javelins, but against mages it would probably be better to equip the Tyrfing in order to not only lower the damage, but also to increase the chances to dodge attacks. together with a Barrier ring, it's the bane of mages. using his Silver sword as much as possible would be a wise idea as well, since it can unlock the weapon's critical chance quite early compared to other units( 50 kills in total ). the Leg and Elite rings aren't necessary, but Seliph can always make good use of them pre-promotion. - Cons: he can get his Crusader weapon only in the last chapter of 1st gen, he needs to save a certain NPC to actually obtain it, and he even needs to repair it in order to use it( 50.000 gold isn't cheap either, but it can be made easily by visiting villages and farming arenas ). weak to Knight Killer lances. [ Overview ] - Main roles: Mobile tank | Mobile damage dealer - Pros: yet another mobile frontline tank unit, Lex is probably one of the strongest mounted units in 1st generation when equipped with the right tools. he can often deal 4 attacks on armored units with the Hero axe+Pursuit ring, and double on other common enemies as well. the Elite passive skill will help him to become a good unit quite early in the game, and Vantage will turn him into a good counter-attack unit as well when he gets low on hp. he can counter from the distance too with a Hand axe. can also defend castles very well, as long as there's not many mages around. - Cons: low res makes him weak against mages. you also need to know some secret event locations in order to obtain the Hero axe for Lex, and the Pursuit ring from another character. weak to Knight Killer lances. [ Overview ] - Main roles: Damage dealer - Pros: a killing machine, Aira is one of the strongest sword users in the game. due to her high speed, Pursuit, Hero sword and Astra, she'll kill anything that moves in most situations, and even armored units with Great Shield will struggle against her. the Speed ring will also give her better evasion chances, since it's her main way to survive enemy attacks. - Cons: you'll have to be very careful when trying to recruit her, because there's specific conditions that have to be met before being able to talk with her, and she starts the chapter as an enemy unit to make things harder. she will also need some care before promotion, in order to allow her speed to grow properly. [ Overview ] - Main roles: Damage dealer - Pros: an awesome unit, Holyn is yet another strong sword user that will literally destroy the arena. his high Skill will allow him to use properly most Blades, and with Pursuit+Luna he'll deal tons of damage against any unit. he can eventually counter ranged units too, but close quarters combat is where he truly shines. he relies mainly on Speed to avoid damage as well. - Cons: you need to actually defeat him in the arena first in order to recruit him, wich is something that can become quite tedious at times. his default stats also makes him weak to magic. [ Overview ] - Main roles: Healer | Supporter (becomes mobile after promotion) - Pros: she has pretty much the same role as Ethlin, with the difference that she starts on foot, and gains different kinds of gear as the game goes on. an overall balanced unit meant for supporting allies with Charisma, that can eventually kite with magic swords and increase her survival chances with the Prayer sword on low hp. the Earth sword should also be able to negate the Big Shield effect of armored units, while the Thief sword helps with getting some money out of brigands attacking towns. - Cons: if you want the Knight ring for double movement when on foot, you'll have to save all of her Paladins and keep them alive by the end of the chapter. getting the Earth sword is also no easy task, as she will need to speak with her brother during a specific battle. pre-promotion, she's not very suited for combat either, so it would be better to use her mostly as a healer until she can become a Master Knight. [ Overview ] - Main roles: Damage dealer - Pros: probably the best archer in 1st generation, Jamka is meant to be a critical machine thanks to his stats and unique bow. a Skill ring always help with increasing his critical rate, and the Killer bow alone will be more than enough from early to late game chapters due to his passive Critical skill built in, and good accuracy/weight. he relies mostly on one-shot tactics, but can also deal double/multiple attacks on most enemies thanks to his passive skills. - Cons: he's actually even harder to recruit compared to Aira, and starting as an enemy ranged unit fighting inside a forest doesn't make things easier either. prepare yourself for many restarts, if you really want this unit. he is worth the trouble thou, i guarantee on that. [ Overview ] - Main roles: Healer | Debuffer (can be a damage dealer after promotion) - Pros: a good healer that can eventually become quite strong against armored units, Aideen will be the one taking care of your un-mounted units for most of the game. her high Magic will also allow her to debuff most enemies with staffs such as Sleep or Silence. - Cons: starting as a "pure" healer, she'll be stuck with only healing until promotion, and even then, she'll always be more suited for healing rather than dealing damage. her low defence makes her a good target for physical classes, so don't leave her without protection. you'll have to be fast in order to save her from some bandits, and she's also the only one who can recruit Jamka. [ Overview ] - Main roles: Damage dealer | Dodge-tank (can be a healer/debuffer after promotion) - Pros: stats and skills-wise, the best mage in 1st generation, Levin can obliterate pretty much any enemy without Great Shield thanks to Holsety and his critical hits. after promotion, he can also debuff enemies with staffs, and heal allies when needed. his Crusader weapon will eventually allow him to play as dodge-tank as well, althou it's not something really viable due to weapon repair costs. - Cons: he needs some time and dedication before becoming really good. damage spikes based mainly on rng. [ Overview ] - Main roles: Damage dealer | Anti-mage unit - Pros: a good archer that can double attack quite often, brigid can one/two-shot most common enemies thanks to her Crusader weapon, while keeping a good evasion rate too. with a Hero bow, she can deal up to 4 hits and save money to repair the Ichival, wich will become more like a survival tool for critical situations in this case. she works well as anti-mage unit too, even better with a Barrier ring. - Cons: same as Aideen, you'll have to hurry up if you want to save her from some pirates chasing after her. you'll also need some specific pairing if you want to give her the Hero bow too. [ Overview ] - Main roles: Healer | Debuffer | Damage dealer - Pros: actually the best healer in 1st generation, he can AoE heal allies and even resurrect fallen comrades once thanks to the Valkyrie staff. he can't be touched by most enemy spells, and can deal some damage to armored units too. - Cons: you'll need to keep him alive during the pirates raid involving Brigid. while he's very strong against magic, he's also very weak against physical classes, so don't push his luck too much. well, i guess that's all for now. if anyone else is willing to share his/her ideas and discuss about different units and builds, feel free to do so.
  23. I spent some time recreating the coat of arms for the Jugdral countries and duchies used in the TCG and the cover art for Thracia 776. Hope you all enjoy! (You can find the original images on the Fire Emblem Wiki pages for these countries, fireemblemwiki.org). Link to the full album is here.
  24. The main reason I want to play it is because I often hear that it has a great storyline, and memorable characters (basically the main reasons what I look for in any game). Why I've not started it already is because I'm afraid I will make stupid mistakes early on, and end up having bitter memories of it, or give up halfway through. I'm not really familiar with the gameplay of the Jugdral series, I've played the GBA and some latter titles only. So, the point is, is there anything I should know before sitting down and playing it? Units worth using, units that aren't, what to watch out for, etc. Any tips are welcome, really, just please don't post spoilers, I was stupid enough to let FEH reveal some parts of the plot to me already....
  25. Sorry to ask this but I've been quite unsuccessful in this so far, likely due to my own difficulty reading current guides on this. I'd like to change a few of the character names in a patched rom of FE4. I've tried using Nightmare plugins but, frankly, I don't know what I'm doing and the only way for this to get done will be if I ask for help. On the bright side, if I can edit the names to match the up-to-date localised versions (Diadora to Deirdre and the like) I could make a new patch and share it, so that other people don't have to do the same. Sorry if this is in the wrong place, or anything like that. As you can tell (especially by my username) I haven't used this website much or posted anything really. That's why my name is eeeeeee.
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