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Felover3

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Everything posted by Felover3

  1. Oh wait, one more thing you have to do is make the frame skip != 0. I just put it at one personally.
  2. Oh, one more thing about recording. If you don't like Camtasia or it starts giving you annoying issues (like having to wait for file to be created after you finish recording and then crashing), you can also record VBA in FRAPS if you use the settings I have shown here (any size you want it to be too without fiddling with Camtasia's window nonsense). You don't need a special VBA (the one from the VBA site is fine), and you never have to worry about desync and will know if lag shows up prior to the recording being finalized. Aside from that, I'm looking forward to you your hack and playing it when you release your patch(es)!
  3. Wait wait wait, now the FE6 bugs are finally being brought the forefront right after I switched over from FE6 to FE7? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF:facepalm:
  4. If anything, having two Isaac's could lead to some humor opportunities/character interaction. It's not that uncommon a name to warrant changing it, especially since this game looks to be about including characters as they are from other series.
  5. Ah, thank you I feel silly. I did something similar where I set it at the max expecting it to be green'd out from max, but it wasn't. After google searching and reading where Blazer/Zeld/etc. were discussing the ASM locations of the bar and such, I thought it would mean that's what the editor intended to do.
  6. It seems the Luck Cap Editor for FE7 does not work as intended. Changing all the values from 30 to another number does not seem to change the Luck Bar in any noticeable fashion. Here's some screenshots to prove I'm not crazy/forgot to change a value (this is the only change in a fresh ROM): Is there something else I need to go in and change or does it not truly work? The documentation only states to make sure to change all the values, which I have shown that I did...
  7. EDIT: Actually, I can't seem to read, if someone could delete this post that'd be fantastic. I'll post it over in questions where it belongs.
  8. Once you see the possible solutions I'm coming up with for the game, I think you'll understand my intended joke a bit better. Wimpy edition will take one of the compromises I work on and go the polar opposite to the 0 LCK treatment and treat Luck like a regular stat with 30 cap for everybody, allowing dodging to become rampant. It's essentially an easier version of the second version. The joke is just there to poke fun of the relative difficulty, not insult the person. Light-hearted fun here.
  9. Oh, about the whole confusion over chapter goals. To be honest I was so excited about finishing chapter 2 that I actually forgot to go in and change the chapter goal texts. Sorry about that. ALso, the Myrmidons are supposed to be incredibly threatening. Don't know how far you got into chapter 2, but you'll soon see why they don't become impossible. To be honest, I think this whole debate tarnished this entire project more than I would have liked. Needless to say that I'm working out balance solutions that allow the lack of luck be counteracted by certain principles or other such mechanics. Additionally, there is a third option which while it doesn't help Ralph or a few other characters will alliviate the luck situation a very minute amount. What I can say is that the 30 cap LCK still won't be in there nor will something even as high as 20. Even maybe make three editions. One with 0 luck for everyone. The possible solutions I'm theory testing. And the wimpy edition.
  10. Hey now guys, calm down. While I'm not going to add luck back into the hack at this moment or in the foreseeable future, there will seriously be an Iron Rune Edition that simply negates the effect criticals have, better or worse, from gameplay. It'll be fairly simple to do once the actual full version is made so people who don't necessarily enjoy more rougelike-esque Turn based games can enjoy the characters and story. Please note this version won't be balanced separately to compensate for this unless a chapter becomes entirely impossible, so the other challenges/gameplay won't be as refined. That's really the most I can offer for the compromise, as I'm stubborn to a fault concerning my hacks. It took me 48 tries before I finally got convinced to switch to FE7 from FE6, so trying to convince me that one of the core features I always personally like is a lost cause. Will the two groups please stop bickering now please? I'd rather not have the topic devolve into bitter anger and flaming.
  11. That's a temporary measure as final numbers are worked out. Eventually it will be 0, but for now it's a stopgap.
  12. Well, either you didn't read the maths I presented or you could of just said that critical aren't a game mechanic worth having. Besides the fact that this entire argument is based on at least 2 fallacies, I'll settle to disagree on theory. If it really bothers you that units with inherently low STR will have a chance at being a threat (which is really all this translates to), I'll make an iron rune edition (just for you!), effectively removing crits entirely from the game. Luck presents other problems for balance simply because how it wiggles into every formula in the game it seems. There is a way to null the risk for a good 95% of the enemies, and that's by playing better. Tactician rank effects crit dodge as well. Play well enough and your crits drop off for a majority of the enemies except ones who you should be noting them for anyway (archers/myrms/etc.) Additionally, the risk is being overblown to extreme examples. Crit does not always mean a dead unit. Balance in this particular patch of it is not finalized.
  13. Huh, thought so, but didn't ever know if that myth was true or not. I wasn't probably clear there. I'm talking about enemies where the only choice is to go in and attack them head on with no alternative. In all other cases, there are ways to utilize terrain/map/spacing or units to minimize damage taken. I'm not implying that the player shouldn't engage in any enemy phase combat, but instead be weary instead of throwing in their favorite, leveled units into a fray of enemies who have no chance of doing anything. Later chapters give you more units with varied stats. With more units at your disposle, formations that minimize certain enemy groups (as most chapters in FE consist of units that charge you, units that don't charge unless in range, and units that don't move) can be achieved. Once again, I probably wasn't clear. I'm talking about enemy troops here. You ever notice how the only reason to ever even notice an archer in most games is to make sure your flier is out of the way? There high skill means nothing if they constantly do only 1 or 2 damage. Myrmidons are the same way, never a threat unless you give them a killing edge so the player actually notices that they exist. It's why mercenaries are the more common enemy. Sorry for being pedantic, but the entire game is about rolling dice. If we're talking about statistical improbabilities. As it stands in some FEs, your units can't really take more than 3 or 4 enemy hits, but the fact that the enemy has such low hit rate makes people forget that. The only thing I'm adding there is the VERY small chance of things going REALLY wrong instead of kinda wrong. If you assume everything hits, some chapters in games become impossible. It's a part of strategy known as risk. It's not everyone's thing. Some people enjoy it. And to say no game ever does this is frankly wrong. Many games in the SMT series have slight chances of game overs over various things. Take for example the Devil Survivor series where in almost every mission requires a certain person to live. There's a chance, small as it is, that they can get criticalled or any number of things the player can do to the enemy. Also, there are only going to be so many "unkillable" characters in the hack. Those are the only characters, like in every FE, that will be the main contributions to the story. Keeping everyone alive might be a challenge because you no longer can play this game exactly as you would Advance wars if every character you had was a NeoTank or a rocket. If I do either of those, then THE EXACT SAME thing happens. You're playing dice. Army of faceless dudes mean nothing if they do 0 damage and have 17 percent hit rate. If I give them meaningful damage (as you stated above), then you just run the HIGHER risk of having a unit die from being hit too many times. Giving all the enemies killer weapons would create an even more drastic version of what I do here. I'm only applying another layer. I think you're overall overexaggerating the issue. You frankly ignored the maths I presented. It's not going to happen often even IF everyone always hits. Enemies have to hit you first. If you have a speedy character who might die to a crit but has only a 25% chance of getting hit, you may prefer to use them to slightly beefier unit who has a 60% chance to get hit and dies in 4 hits. I'll certainly take you up on your offer once I get Chapter 4 here completed. As for you getting crit'd 12 times on Chapter 2, I'd have know more to know why. If it's because you had to restart over and over, it's probably because the way VBA and RNG works so you'll end up getting crit'd at the same places. Also not sure if you're talking about NPC's too or just your own units. Whatever the case, in statistics that is an extremely rare event. But since I'm sure most people will continue this battle, I have an idea for keeping crit still present, but not have it affect as much when taking into account better weapons like Steel and Silvers. We'll see how that balance works out.
  14. Alrighty here, let me provide some maths to defend why I'm doing this. Taking into account that 50 hits transpire for BOTH sides, the absolute maximum number of crits that will occur 99% of the time is 7 (same with 95% confidence) with 5% flat crit. Now these crits are not only for the enemy, as your troops will also be able to crit as they possess skill as well (given that the average mook in FE has 0 luck anyway). Currently, there is only 1 enemy that comes to mind that can kill with a crit with no other way to kill them/approach it. That's the boss of chapter 1, who, if I am not getting 6 and 7 mixed up, still needs to HIT you to even have a chance of a critical. I hate giving the players tools that only they can utilize. Player characters in FE rarely have to even blink at a myrmidon as their inherently low STR and the Players inherently high LCK make the class rarely seen without a killing edge. A critical provides a chance for a player to have to think to new, rising challenges. You plan to wall off with a character at a choke? What happens if he sustains a critical that needs healing? It's no fun to figure out a chapter three seconds into it and never have to adapt or overcome a new obstacle. I see where you might be coming from, but you're only assuming the opposite (that only the enemy can critical). Now in addition to having the nice advantage of an occasion critical, you must adapt to an enemy's lucky crit as well. EDIT: Also apologizes if my maths are a bit off, don't have access to graphing calculator.
  15. 1. Well, you're in luck as Chapter 3 already has the healer in it! Chapter 2, if the title of the chapter isn't giving the clue it's supposed to, isn't really about your dudes taking on the entire enemy force. 2. In some of the first builds, I realized that giving a magic lord in the first chapter completely destroys the challenge for the first couple levels as most early enemies have almost no resistance. It's intention for the Ch 1 and 2 boss to be almost undamagable by flux, although after Ch2 I'm sure you'll get a lot more use out of him. 3. Story wise this was intentional, as she wasted precious escaping time and also joined the unluckiest party on earth. Since I don't expect there to be too much PvE action in CH2, I decided that the steel bow allowed me to create the intial risk while keeping her stats balanced. Iron Bow is for sale in the chapter 2 armory for this reason as well. Thanks for the support and the feedback! It's part of the tile data unfortunately. I'd rather they not be attackable in the first place for this map, but it can't really be helped unless I don't want any breakable walls ever. That's a little glitch that happens for some reason. It's not high on the list of things to fix as it actually makes turn one of chapter 2 easier for those who want it. It's probably fixable if I jiggle with events for a bit, though.
  16. ^ This is the main reason for it, along with the fact that I am planning to do a huge history video once I get to my recording computer again. However, a member of another forum has donated some screenshot from his playthrough if you simply must know the condition of the hack as it currently stands (these only include from Prologue and Chapter 1, as I'd rather not spoil chapter 2).
  17. Hello, potential player of CotE (50th edition)! Let's run some things real quick before I go over the patch, mk? This hack is a solo project. What does that mean? Well, that means that unless I somehow become a savant overnight, things like maps and sprites won't be 100% perfect the moment I make them, and overall this hack will look graphically inferior to the modern "team" project that seems to flood the market of hacks that are actually played. But don't thing that means it's going to be horrible, as there are ways of fixing those things. This is the second edition of CotE in Fire Emblem 7 What does this mean? Well, that's silly. This hack, way before many of you even starting hacking yourselves or went to forums like these, this hack was done in Fire Emblem 6. Of course, throughout the years (about 5 or so), I was never able to get very far as FE6 hacking had lagged far behind FE7 hacking until about a year back. Heck, the first released versions (which will be posted along with a grand history video eventually), was done using only a hex editor and some of the first FE6 modules. It still had a custom map and such, but was very poorly made overall (I made it around the 6th grade, for time's sake). The reason this hack is finally making the switch to FE7 for now is that certain bugs in FE6 hacking that are caused by using combinations of utilities still exist and will most likely exist forever simply due to the odd nature of FE6's makeup. The only other edition of CotE to exist as a FE7 "hack" was a recolor/text hack made when XVI32 was still the hex editor of choice, and SNES palette was the only way of changing colors. But enough about that. 50th anniversary? Huh? Well, if you noticed above, this hack has been on and off for many years now. To date, there have been about 50 restarts of this hack, none of them progressing beyond chapter 2. The reason for this was usually advent of new techniques or tools, or simple desire to create a better product. Since this version is the 50th, I decided that this would be it's final remake. For better or for worse, this version will be the one completed (barring some super advent of technique or catastrophe). While individual chapters or sections might be redone, the greater whole of this version will be the final one before I begin on a new project. That's the end of the boring history for now So let's talk about the features of this hack overall that would lead people to play it. These are not patch specific, and are merely planned features at various stages of implementation: 1. Custom story spanning 28~ish chapters 2. Custom events 3. Custom maps 4. Custom* Portraits (custom meaning new here, not FC portraits inherently) But of course, most people EXPECT those features of a hack in today's world it seems. So let's talk more about gimmicks: 1. 0 LCK for all player characters. This ties into the story and brings a new advent of risk and strategy to the game. No longer are criticals only coming from your side, they are now an ever present, if slight, risk. 2. Imported animations over from FE6 and 8 to fill in things that FE7 does not have inherently. While the loss of the mamukute jeigan is unfortunate, other classes can be imported rather easily. 3. GrimDark plot with a touch of humor for good measure (effect may not be that, depending on how well I write a given chapter) 4. One of the oldest ongoing hacks in FEditing history (Ace's hack may superscede it if it is still around) That's all grand and stuff, but what's in the patch right now? The current patch is currently NOT a final product in any form of the word. But currently the version is .01 and contains the following: Prologue, Chapter 1, Chapter 2 All player characters sprited and palette'd up through chapter 2 Limited icon changes Filler Prologue map Mediocre Ch2 and 3 map What's planned for next patch at the least? Well, it will be planned to have: Prologue-Chapter 10 completed All player characters up to that point completed Some boss character to have sprites Some maps to be finalized Corrections to text Other balance changes based on feedback Oh, and one more thing before I give a link to the current patch. Feedback As you might have guessed by now, I know a lot of things in this hack are not perfect. However, stating things like "Dis hack sux" or "Your sprites/maps are horrible" does not allow me to create a better game. If you cannot be bothered to give meaningful advice (besides "looking at other sprites/maps", which is not specific enough to warrant any response) please don't bother. If you'd like to do better (as I'm sure some of you can), and you don't think I'll ever be able to fix something, feel free to donate a map/sprite to the project. Before you do so, I'd ask you PM me first in case others are doing the same, or if certain things need to stay in tact for map's sake. Additionally, if you'd like to donate, I'd also ask that you'd be willing to donate until the completion of the project, as I'd rather not have to spend a bunch of time removing donations because a person finally decides they don't want to. If it's a minor donation, such as a weapon icon, I'll be more than willing to delete it. If you decide that you'd like to remake all my maps then decide that you hate my guts, I'd rather you not contribute at all. Thanks in advance. Anyways, here's the current patch: Patch .001
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