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Florete
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Then you should have no trouble. Cellie can solo the fucking game if he so wishes. He's a good lord.

Now how would he solo the game if he wasn't born in the first three chapters ;)

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I mean, if I can beat you despite being forced to lug Ardan AND Hanniballs around...

But you're not beating me. 8[

What are these "hits," may I ask?

He means the fact they got 'nerfed'.

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They're so darn weak untransformed; it drives me nuts. And their leveling speed... >_<

Admittedly, they can't take any hits in this game, as opposed to some untransformed last time. But hey, they can attack! :awesome:[sarcasm]

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Psych.

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include "definitions.txt"

EventPointerTable(0x06,Pointers)

org 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT

Good:
UNIT

//Don't use Good and Bad unless you have a prep screen, because there are other ways that are simpler.

Reinforcements://No need for 0x shit on AI bytes.
UNIT Marty Brigand 0x01 Level(3,Ally,False) [2,5] [4,8] [steelAxe] [00,00,00,00]
UNIT Tania ArcherF 0x01 Level(1,Ally,False) [3,6] [5,10] [ironBow,DoorKey] [00,00,00,00]
UNIT Dagda Warrior 0x01 Level(6,Ally,False) [3,5] [5,9] [Hammer,HandAxe] [00,00,00,00]
UNIT Empty

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn3Event [02,00] 0x8 0x00
CODE $00

Character_events:
CHAR 0x05 DagdaEvayl Dagda Evayl 0x00
CHAR 0x06 DagdaTania Dagda Tania 0x00
CODE $00

Location_events:
CODE $00

Misc_events:
CauseGameOverIfLordDies
//You need an ending event
CODE $00

Opening_event:
CURF [18,4]
FADI 0x10
BACG 0x0D
FADU 0x10
TEX1 0x0803
LOU1 LeafParty
LOU1 LeafParty1
ENUN
REMA
ENDA

Turn3Event:
MUS1 0x0042
LOU1 Reinforcements
ENUN
TEX1 0x0800
REMA //Add REMA so fuck ups don't happen
ENDA //Add ENDA after every event

DagdaEvayl:
MUS1 0x0042
TEX1 0x0801
MUEN 0x05
REMA
ENDA

DagdaTania:
TEX1 0x0802
MUEN 0x5
REMA
ENDA

Ending_event://You need shit here, imma add
MUS1 0x????
FADI 0x10
BACG 0x??
FADU 0x10
TEX1 0x????
MNCH 0x?? //Put the chapter number that you want this chapter to go to. Aka 0x01 leads to Ch1.
ENDA

BallistaData:
BLST
ALIGN 4 //so the Rom doesn't say HEY, NO, YOU NEED MULTIPLES OF FOUR

LeafParty:
UNIT Leaf EliwoodLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,LightSword] [00,00,00,00]
UNIT Evayl SwordmasterF 0x01 Level(12,Ally,False) [7,18] [7,18] [ironBlade,ManiKatti,DoorKey] [00,00,00,00]
UNIT Fin Cavalier 0x01 Level(8,Ally,False) [5,19] [5,19] [ironLance,AxeBuster] [00,00,00,00]
UNIT Othin Fighter 0x01 Level(1,Ally,False) [5,18] [5,18] [ironAxe] [00,00,00,00]
UNIT Empty

LeafParty1:
UNIT Halvan Fighter 0x01 Level(2,Ally,False) [6,18] [6,18] [ironAxe] [00,00,00,00]
UNIT Empty

MESSAGE Events end at offset CurrentOffset
//The map for this chapter is at offset: ????????

So yeah, also, put the map in first, make sure everything is alright with it, then repoint everything before you insert these events.

Edited by Shion Kaito
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Psych.

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include "definitions.txt"

EventPointerTable(0x06,Pointers)

org 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT

Good:
UNIT

//Don't use Good and Bad unless you have a prep screen, because there are other ways that are simpler.

Reinforcements://No need for 0x shit on AI bytes.
UNIT Marty Brigand 0x01 Level(3,Ally,False) [2,5] [4,8] [steelAxe] [00,00,00,00]
UNIT Tania ArcherF 0x01 Level(1,Ally,False) [3,6] [5,10] [ironBow,DoorKey] [00,00,00,00]
UNIT Dagda Warrior 0x01 Level(6,Ally,False) [3,5] [5,9] [Hammer,HandAxe] [00,00,00,00]
UNIT Empty

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn3Event [02,00] 0x8 0x00
CODE $00

Character_events:
CHAR 0x05 DagdaEvayl Dagda Evayl 0x00
CHAR 0x06 DagdaTania Dagda Tania 0x00
CODE $00

Location_events:
CODE $00

Misc_events:
CauseGameOverIfLordDies
//You need an ending event
CODE $00

Opening_event:
CURF [18,4]
FADI 0x10
BACG 0x0D
FADU 0x10
TEX1 0x0803
LOU1 LeafParty
ENUN
REMA
ENDA

Turn3Event:
MUS1 0x0042
LOU1 Reinforcements
ENUN
TEX1 0x0800
REMA //Add REMA so fuck ups don't happen
ENDA //Add ENDA after every event

DagdaEvayl:
MUS1 0x0042
TEX1 0x0801
MUEN 0x05
REMA
ENDA

DagdaTania:
TEX1 0x0802
MUEN 0x5
REMA
ENDA

Ending_event://You need shit here, imma add
MUS1 0x????
FADI 0x10
BACG 0x??
FADU 0x10
TEX1 0x????
MNCH 0x?? //Put the chapter number that you want this chapter to go to. Aka 0x01 leads to Ch1.
ENDA

BallistaData:
BLST
ALIGN 4 //so the Rom doesn't say HEY, NO, YOU NEED MULTIPLES OF FOUR

LeafParty:
UNIT Leaf EliwoodLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,LightSword] [00,00,00,00]
UNIT Evayl SwordmasterF 0x01 Level(12,Ally,False) [7,18] [7,18] [ironBlade,ManiKatti,DoorKey] [00,00,00,00]
UNIT Fin Cavalier 0x01 Level(8,Ally,False) [5,19] [5,19] [ironLance,AxeBuster] [00,00,00,00]
UNIT Othin Fighter 0x01 Level(1,Ally,False) [5,18] [5,18] [ironAxe] [00,00,00,00]
UNIT Halvan Fighter 0x01 Level(2,Ally,False) [6,18] [6,18] [ironAxe] [00,00,00,00]
UNIT Empty

MESSAGE Events end at offset CurrentOffset
//The map for this chapter is at offset: ????????

So yeah, also, put the map in first, make sure everything is alright with it, then repoint everything before you insert these events.

For the FE5 remake?

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They're so darn weak untransformed; it drives me nuts. And their leveling speed... >_<

I think their performance untransformed is less a result of nerfing them and more a result of much stronger enemies. It can also be used to your advantage, though, like the quick strategy of getting Vika transformed and having much higher experience gain untransformed. Leveling speed isn't a big deal for most of them; most of them either only need Strike experience anyway or actually do have a decent leveling speed.

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Psych:

OOOOOOOOOOOOOOOOOOOOOKAY, let's see what we have here.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include "definitions.txt"

EventPointerTable(0x06,Pointers)

org 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT Empty

Good:

UNIT Leaf EliwoodLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,LightSword] [0x00,0x00,0x00,0x00]

UNIT Evayl SwordmasterF 0x01 Level(12,Ally,False) [7,18] [7,18] [ironBlade,ManiKatti,DoorKey] [0x00,0x00,0x00,0x00]

UNIT Fin Cavalier 0x01 Level(8,Ally,False) [5,19] [5,19] [ironLance,AxeBuster] [0x00,0x00,0x00,0x00]

UNIT Othin Fighter 0x01 Level(1,Ally,False) [5,18] [5,18] [ironAxe] [0x00,0x00,0x00,0x00]

Good2:

UNIT Halvan Fighter 0x01 Level(2,Ally,False) [6,18] [6,18] [ironAxe] [0x00,0x00,0x00,0x00]

UNIT Empty //Only four units per group.

Reinforcements:

UNIT Marty Brigand 0x01 Level(3,Ally,False) [2,5] [4,8] [steelAxe] [0x00,0x00,0x00,0x00]

UNIT Tania ArcherF 0x01 Level(1,Ally,False) [3,6] [5,10] [ironBow,DoorKey] [0x00,0x00,0x00,0x00]

UNIT Dagda Warrior 0x01 Level(6,Ally,False) [3,5] [5,9] [Hammer,HandAxe] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x00 Turn3Event [02,00] 0x8 0x00

CODE $00

Character_events:

CHAR 0x05 DagdaEvayl Dagda Evayl $00000000

CHAR 0x06 DagdaTania Dagda Tania $00000000

CODE $00

Location_events:

CODE $00

Misc_events:

CauseGameOverIfLordDies

CODE $00

Opening_event:

CURF [18,4]

FADI 10

BACG 0x0D

FADU 10

TEX1 0x0803

LOU1 Good Good2

ENUN

ENDA

Turn3Event:

MUS1 0x0042

LOU1 Reinforcements

ENUN

TEX1 0x0800

ENDA //You missed this.

DagdaEvayl:

MUS1 0x0042

TEX1 0x0801

MUEN 0x05

REMA

ENDA

DagdaTania:

TEX1 0x0802

MUEN 0x5

REMA

ENDA

Ending_event:

MNCH /**/0x02//(Don't know what to put here) IF YOU'RE GOING TO PUT A COMMENT, USE THE COMMENT TAGS

ENDA

BallistaData:

BLST

ALIGN 4 //Only one BLST tag. Also, put ALIGN 4 at the end of your BLST just because.

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Open the spoilers. Replies and fixes in bold.

Edited by Kamui Gakupo
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I think their performance untransformed is less a result of nerfing them and more a result of much stronger enemies. It can also be used to your advantage, though, like the quick strategy of getting Vika transformed and having much higher experience gain untransformed. Leveling speed isn't a big deal for most of them; most of them either only need Strike experience anyway or actually do have a decent leveling speed.

inb4strikelevelslowly

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He channeled his manliness through the manliness of Sigurd.

Or the other way around.

Now that's manly to the extreme.

Sigurd could easily solo first Gen though.

Major!Baldo solo!

After actually beating FE4 I might do a Baldo run, since they're all fixed.

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I think their performance untransformed is less a result of nerfing them and more a result of much stronger enemies. It can also be used to your advantage, though, like the quick strategy of getting Vika transformed and having much higher experience gain untransformed. Leveling speed isn't a big deal for most of them; most of them either only need Strike experience anyway or actually do have a decent leveling speed.

While they have higher exp gain untransformed, they're way too brittle untransformed as well. And strike leveling... *sigh* Sooooo slooooooow.........

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Psych.

So yeah, also, put the map in first, make sure everything is alright with it, then repoint everything before you insert these events.

Okay. But what do I fill in in the ending events section?

Open the spoilers. Replies and fixes in bold.

Do I use yours, or Astra's?

For the FE5 remake?

8]

The events thing makes sense. I understand how to do it. I just don't get what I need to fix once an error comes up.

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While they have higher exp gain untransformed, they're way too brittle untransformed as well. And strike leveling... *sigh* Sooooo slooooooow.........

inb4strikelevelslowly

HAHHAHAHAHAHAHAHAHaHAhA

Predictable/10

I've heard this record over and over and over again. :awesome:

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I don't think it's a necessity, but it does help keep things organized.

Also, if you have more than 6 (IIRC), then the game might start fucking things up.

So just keep four units per unit group, as a general rule of thumb.

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1

You just gave Levin the worst spouse.

At least he can use Holsety.

LevinxBriggid and LevinxAyra give pretty much nothing.

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1

You just gave Levin the worst spouse.

2

You missed Leen

3

You have Holsety!Corple which costs you turns and makes Holsety useless.

Yeah

Cam's gonna beat you.

Are you even following the context of the playthrough, or just assuming this is an average FE4 playthrough where I can pair Levin with whoever I want?

You haven't even seen the turncounts.

Edited by Soul
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