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TheToad

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Everything posted by TheToad

  1. Actually the desert trick is a way of getting desert items with almost 100% reliability. Dondon demonstrates it here:
  2. Right, now I remember, 8 turning is in fact faster in real-time
  3. Lilina is like Mordecai... Only without the durability
  4. Yeah, Alan/Lance just needs to rescue Lalum before Zealot does the Roy hand-off.
  5. How come you don't have a bunch of 15 move units?
  6. Comparison to TAS turncounts (+ when you're ahead) Prologue: 1 C1: 3 C2: 4 C3: 4 C4: 2 C5: 3 C5x: 8 (+1) [no Forde/Kyle] C6: 3 C7: 4 C8: 5 C9: 6 C10: 3 C11: 6 (+1) [way more units] C12: 6 C13: 1 (-1) [didn't do the Seth double javelin crit] C14: 8 C15: 4 (-1) [lack of manipulation/probably better to send Saleh south] C16: 5 (+3) [warp] C17: 2 (+1) [warp] C18: 7 (+2) [warp] C19: 2 (+1) [warp] C20: 3 (+2) [warp] Final: 3 If you combine the red with a 2 turn final, you could save 3 turns. Though judging from your videos, you don't seem to manipulate the RNG that much, if at all (eg/ loads of javelin double misses), so what you have seems pretty optimal.
  7. Yes. I actually figured this out a while ago with the help of Toothache. See (starts at 1:55).
  8. Fire Emblem + Zombies? What the flying fuch? ;) I'm rather impressed you managed to turn the main character into a freaking bird, and some of the dialogue had me in stitches. My only real complaint is the lack of difficulty, and some monotony from facing the same enemy type over and over. P.S. Of course I had to TAS this :P http://www.youtube.com/watch?v=WiHT1hHDyIw Prologue Yes, that is, in fact, a bird shooting lasers from its mouth :) Chapter 1 Turn 1: Budgie moves towards some upcoming reinforcements. Chapter 2 Turn 6: Pile up all my units onto one square for the lulz. Overall notes: It's not possible to create a chokepoint to clog up the enemies because of the constant stream of overpowered reinforcements virtually every turn. Chapter 3 Turn 1: I have Kiro rescue the tent, which allows me to move the tent 3 spaces on subsequent turns. By keeping the tent alive, I get a (crappy) award of 3 items at the end. In retrospect I should've just let the tent bite the dust :/ Turn 3: The set-up should be obvious- An unarmed Budgie and Dath act as avoid tanks while the remaining units are safely tucked away in a corner. Turns 4-11: Utterly boring, feel free to skip. Overall notes: I'm kind of wondering if it would've been faster to take an aggressive approach to this chapter. For some reason the enemy phases take forever despite at most 3 enemies attacking per turn. Chapter 4 Just a shopping chapter, no reason to buy anything since it's the end of the path :O
  9. Made some slight progress on the TAS :) http://www.youtube.com/watch?v=x-8-hnPt5b8 Prologue Turn 2: I settled for 2 crits here, though having Renair land all 3 isn't out of the question. Furetchen's crit rate is only 1% unfortunately. Turn 4: I have Renair visit the village in case I need the money, and Kolbane gets an optional kill just in case he's useful later on. Chapter 1 Overall notes: Not much to say, just a total crit party. It's possible I could save a turn by ferrying Furetchen to the boss, but that would probably compromise my team's offence too much. Chapter 2 Turn 3: The thief moves onto a spot where he blocks a reinforcement from spawning. I'm stopping here for now because I need to buy some hand axes for Furetchen in C1.
  10. 2 questions: First, is it possible to send me the unit growths, perhaps via PM? I'm not sure how to find them through RAM search :/ And I'm assuming the patch in the OP is the most up-to-date?
  11. Mekkah had this fun little Sacred Stone hack where everyone was a flying dancer with overpowered 1-2 and 3-10 range swords and virtually unlimited movement. Was able to 1 turn even the annoying rout maps.
  12. Bump. 2 months and no progress for anyone?
  13. I'm trying to figure out how to 3 turn C11 (Lalum route) while also acquiring the angelic robe. I have a feeling it's possible, but I can't quite figure it out. Restrictions -Only Thany is promoted -Roy must be unarmed -Reasonably time-efficient Savestate Problems -I can't rescue-drop Lalum far enough on turn 1 to be able to have Thany within 2 range of the boss on turn 2 (she can ORKO the boss with a 1% jav crit). -Even if I manage to break the wall, there's a swarm of enemies blocking Marcus/Percival from reaching the angelic robe village -If Thany rescues anyone other than Roy on turn 1, there doesn't seem to be any way to drop him within seizing range next turn -Can't seem to find a way to drop Lalum beyond the walls on turn 1-2 in a way that would be helpful
  14. This hack seems pretty good for TASing so far. Does anyone have the character growths on hand? http://www.youtube.com/watch?v=j5gZj7iLkIo I could save a turn by not visiting the village and having Furetchen (the warrior guy) better positioned on turn 2. Otherwise, this is pretty straightforward. Furetchen has a 2-3 range bow, which provides some cool tactical advantages.
  15. I'm a bit stuck on chapter 9, as my units are so weak that Eirika, Vanessa, Garcia and Neimi cannot combine for a mercenary kill without someone landing a crit. I can either have a comic over-reliance on Seth and murder my turncount in certain chapters, or go apeshit with low% crit manipulations on a regular basis (not hard at all but perhaps unfair to other draftees). Edit: After trying to TAS chapter 9, let alone play it normally, I have come to the conclusion that this challenge is nuts, at least with the roster I have, so I'm forfeiting :/
  16. Here's a demonstration of my C7 strat (I obviously didn't TAS it for the draft). http://www.youtube.com/watch?v=keSM68_pjto Vbm Also, [spoiler=Chapters 5x-8]Chapter 5x (7 turns) Orson's a cannonball. Chapter 6 (3 turns) I actually had to manipulate Seth's survival on turn 2 >;-/ Chapter 7 (4 turns) The strat I used is very similar to the youtube video at the beginning of this post. The only difference is that I trained Ross, Garcia and Moulder a little, and had the mage miss Vanessa on turn 2 to make her turn 3 survival much easier. Chapter 8 (5 turns) Prep: Only deploying Eirika, Seth and Garcia because everyone else is too fragile against the starting enemies. Turn 1: A bit of manipulation is required to make a soldier and armor miss against Garcia so that he still has 20/28 hp. Turn 2: Garcia opens the door, allowing Seth to move fully and drop Eirika ahead of him. Turn 3: Eirika rapier crits a shaman blocking Seth's path, Seth rescues and re-moves fully. Garcia uses a vulnerary. Turn 4: Ephraim kills an archer so that Kyle+Forde don't cause a penalty, Garcia uses an elixir (he was down to 4 hp), Seth drops Eirika within seizing distance. Turn 5: Garcia finishes off a merc (now lv 8.57), Seth knocks Tirado into submission with another 2 silver lance blows, Eirika seizes.
  17. Eirika's route is almost always faster, though Naglfar should probably take Eph route since he chose Cormag as 1st pick.
  18. [spoiler=Chapters 1-5] Prologue (1 turn) I'm a total n00b and stuff. Chapter 1 (3 turns) Turn 1: Seth rescue Eirika, moves fully. Turn 2: Franz rescues Gilliam, hides in a corner. Seth moves adjacent to the boss and drops Eirika below her. Some manipulation required for Eirika's survival. Turn 3: Seth manipulates a steel sword double hit on the boss in order to conserve silver lance usage, Eirika seizes. Chapter 2 (4 turns) Turn 1: Moulder visits a village, Eirika and Seth head south, Vanessa rescues Ross. Turn 2: Moulder visits the other village, Eirika plants herself on a forest near next-turn brigand reinforcements, Seth continues south, Vanessa buys 2 of every weapon except for a slim sword, repositions towards the spirit water village. Turn 3: Vanessa visits the last village, Seth kills a brigand, Moulder manipulates an Eirika crit (she leaves a brigand with 2 hp on EP). I'm lucky that Garcia hit that stupid archer because he was hiding in a forest. I should've had Vanessa assist Garcia, even if it meant missing out on spirit water, which I can buy later. Turn 4: Moulder manipulates a crit for Eirika against the other brigand (left with 4 hp), which means 2 injured brigands will suicide into Eirika on EP. Chapter 3 (4 turns) Prep: Buy 3 javelins and 2 hand axes, sell red gem, manage my items a bit. Turn 1: Neimi, Ross and Vanessa break the wall, Seth kills the brigand behind the wall, Garcia attacks the chest key brigand with a hand axe and counters a hand axe brigand on EP. Turn 2: Neimi recruits Colm, Vanessa + Eirika + Garcia team up for the wall break, Seth equips a javelin and rescues Eirika, using his full movement. Turn 3: Seth drops Eirika 3 spaces from the boss, remaining units retreat to safety since Ross and Vanessa are too fragile for combat. Turn 4: Moulder heals Neimi (she got doubled by a thief), Seth bosskills, Eirika seizes. Overall notes: I probably should've killed the brigand with a chest key for later usage :/ Chapter 4 (3 turns) Finally things get *somewhat* interesting ;) Prep: Didn't field Ross or Neimi since they were more of a detriment than a help in my plan. Turn 1: Seth javelin kills a revenant to the east, Vanessa attacks a bonewalker right of Lute's village, Eirika moves onto a forest in the range of both a revenant and bonewalker, remaining units move. Turn 2: Seth continues Southeast, Eirika moves onto a new forest where she's in range of a bunch of revenant reinforcements, Moulder visits the iron axe village, Garcia continues right, Vanessa moves down 1 space and heals. On EP, Eirika is reduced to 2 hp but also crits a surprising amount of enemies with the rapier. Turn 3: Eirika gets an unmanipulated crit on the full hp revenant above her, Seth moves into the range of the revenant adjacent to the snag, Vanessa attacks a bonewalker, Garcia lands a kill, Moulder heals Seth. On EP the remaining enemies die. Chapter 5 (3 turns) Nothing special, Garcia gets the dragonshield on turn 2 while Vanessa gets the armorslayer on turn 3, and Seth silver lance ORKOes the boss. Slightly concerned about Eirika's rapier usage (17 left), and Moulder isn't getting any opportunity to heal. Edit: Forgot to mention I recruited Joshua on turn 3 so I can have his killing edge.
  19. So long as he has <100 hit that's not an issue.
  20. OP forgot to link to the 0% growth patches (see here). They're UPS patches, and I recommend Tsukuyomi UPS for the patching process. Going to start this very soon, not sure what's a good way to format my posts but I will definitely make some youtube encodes for the more interesting chapters, and make Vbms for all chapters.
  21. It appears CR picked without posting, so Neimi for my last pick.
  22. After a quick test run, I think the challenge needs some tweaking. Particularly, the units need to be nerfed a little, maybe lv 15 or lower, and perhaps allow a base level Thany to ferry people. Give me your suggestions and I can hack them in to make this more interesting. Edit: Also, having thieves and archers seems a bit pointless considering 2-3 move is still very restrictive.
  23. I figured this is worth a try. Basically, the OP would provide a savestate for a challenge he/she devised, and people would compete to get the lowest turncount possible within the restrictions of that 1 chapter challenge. So my challenge is as follows: Lowturn C14 (the notorious desert chapter) of FE6 using only mages, archers and thieves. This isn't meant to be hard or anything per se, but I still think it's interesting to beat this chapter without fliers or units whose movement have been impeded by desert conditions, and could make for a decent trial run of this concept. I have all the units at lv 20/0 averages, except for Lugh and Dorothy, who are 20/1. Everyone is also equipped with items they could legitimately have by this point in the game. Restrictions: -No vulneraries/elixirs/other healing items -Only use the items I've provided the characters, which should be more than enough -Acquire all desert items (there's now a way to do this with 100% reliability) -No character deaths -No stat boosters -RNG abuse to your heart's content Here is everything you'll need, except the FE6 rom of course. Visual Boy Advance Emulator Savestate Battery (if savestate doesn't work)
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