Bladehero22 Posted December 25, 2012 Share Posted December 25, 2012 That doesn't require ASM. And since I might as well suggest something, why not enemies that get more powerful the more HP they lose? Super Robot Wars does this sort of stuff with the prevail skill, where an enemy's power and defense will go up whilst their HP goes down. It's kind of cool. I was just suggesting something that the player wouldn't expect. I don't think it needs to be ASM. Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted December 25, 2012 Share Posted December 25, 2012 I'm pretty sure Marc wants ASM suggestions, since he made a huge post about how he's discovered ASM, and wants ideas to test it out. Also your idea is ambush spawning which is not only unfair to the player but something Marc hates. Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted December 25, 2012 Share Posted December 25, 2012 I'm pretty sure Marc wants ASM suggestions, since he made a huge post about how he's discovered ASM, and wants ideas to test it out. Also your idea is ambush spawning which is not only unfair to the player but something Marc hates. Well, it was worth a shot. But who cares? Let's get back on topic. Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 25, 2012 Author Share Posted December 25, 2012 I'm pretty sure Marc wants ASM suggestions, since he made a huge post about how he's discovered ASM, and wants ideas to test it out. Also your idea is ambush spawning which is not only unfair to the player but something Marc hates. What he described didn't sound like ambush spawning to me... Actually, who coined that term anyway? Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted December 25, 2012 Share Posted December 25, 2012 I have no idea. and "group of dudes that spawns in the area you're guarding" sounds like ambush spawning to me, unless there's a fat warning that says "HEY GUYS SOME DUDES ARE GONNA SHOW UP IN YOUR DEFENSES". Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 25, 2012 Share Posted December 25, 2012 That's a stupid idea anyway. Why would enemies already be at the place you're trying to keep them away from? Make an ASM hack where your characters are all decently strong, but can never recover lost HP. Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted December 25, 2012 Share Posted December 25, 2012 That's a stupid idea anyway. Why would enemies already be at the place you're trying to keep them away from? Make an ASM hack where your characters are all decently strong, but can never recover lost HP. Now look who's providing stupid ideas. That would be an inconvenience and would induce frustration among the players. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 25, 2012 Share Posted December 25, 2012 Now look who's providing stupid ideas. That would be an inconvenience and would induce frustration among the players. OK, stupid was a little harsh. let's say your idea is silly then. My idea would be for something like a challenge hack. You start off with pretty good units, they only take 2-3 damage if they get hit, no big deal, until you realize their health doesn't come back. See how far you can get in a hack designed like the tower/ruins from FE8. Throw in some obstacles that make the player think a little more about what units to use to attack what, and to watch their positioning so they don't get swarmed and lose a ton of HP. IDK, I thought it'd be cool. I have no idea where i'm going with this. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 25, 2012 Share Posted December 25, 2012 OK, stupid was a little harsh. let's say your idea is silly then. My idea would be for something like a challenge hack. You start off with pretty good units, they only take 2-3 damage if they get hit, no big deal, until you realize their health doesn't come back. See how far you can get in a hack designed like the tower/ruins from FE8. Throw in some obstacles that make the player think a little more about what units to use to attack what, and to watch their positioning so they don't get swarmed and lose a ton of HP. IDK, I thought it'd be cool. I have no idea where i'm going with this. That would be good as a resistance test. It can be done without ASM just by removing any healing item and staff... because, who needs those things if you can't even use them. It would certainly be good for a single chapter. Creating a special character like Kishuna who casts an area where you can't heal your people. Maybe put him in the center of a maze. And make it full of enemies. =P Now that'd be a challenge. Quote Link to comment Share on other sites More sharing options...
zahlman Posted December 25, 2012 Share Posted December 25, 2012 I would respect poison more if it could cause permanent HP loss. Just saying. Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 (edited) And now it's time for a rant because I'm extremely pissed off. Today's rant is Defense missions. Let's take a look at the defense map I created. I have no god damn idea how to make an effective defense mission, so I've been relying on what MageKnight404 has said in his LPs, and what my friend JadeWyvernRider says. One of the things Jade told me is that I should create a "boundary" that the player should never EVER cross. The result? I placed a ton of super dangerous units outside the castle, positioned so that if you step a square past the staircases leading out of the castle, you will get attacked by at least 6 units in a single enemy phase, guaranteeing that you will lose a unit. Naturally I want the player to be able to reach the villages, so I lowered the enemy densities in the paths leading to the villages, making the player able to reasonably fight their way through to get the villages. Then I realized I have way too many units in the map. 43 to be exact, and the max is 50 per alliance. Meaning I can only spawn 7 units each turn. So I decide that I'm going to lower the density of enemy units starting with the top left corner of the map, which - prior to the change - had three berserkers, two falcoknights, a swordmaster and two generals. To compensate for the lowered enemy count, I gave them better equipment to ensure a kill. I didn't want to give them brave weapons since brave weapons are way too overpowered as they are right now (I'll likely lower their hit to compensate), so I give them stuff like killer and mythril weapons. Problem is that when I put Shigeid (A fast warrior) in their range to test, he didn't die. More equipment changes, and then finally he dies. Then I test it with Jonsin (A paladin) and he lives because he managed to dodge enough hits. This pisses me off so I switch the classes over to ones with high skill, then change their weapons to stuff with high hit. Then I realize that I don't have enough units to make more than 3 attack at the same time. More repositioning until I realize the mountain is preventing me from appropriately placing units, so I move it. Minutes later, I have to remove the entire mountain, then I lose my temper and ragequit after I realize how butchered the map looks aethetically. Not only that, but now the player has a very clear path to the left village because the castle's walls and the river don't reach far enough to create a "wall" that forces the player to exit through the south. I don't even know if I'm doing this shit right, but it's pissing me the hell off. I might have to redesign the entire map just so it can function the way I want it to. Edited December 30, 2012 by MarkyJoe1990 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted December 30, 2012 Share Posted December 30, 2012 There's really a 50 unit limit in GBA Romhacking for a single map? It's more limited than I thought it was. Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 There's really a 50 unit limit in GBA Romhacking for a single map? It's more limited than I thought it was. 50 units per alliance, meaning 50 enemies max, 50 allies max, and 50 NPCs max. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 30, 2012 Share Posted December 30, 2012 there's a trick around that, supposedly; check the "Obscure Hacking Tips" thread. I haven't used it myself so I can't attest to how it works or anything, though. I'm also not sure how... potent it'll be in a chapter like this. Meaning I can only spawn 7 units each turn. You can only spawn 7 units the first turn + however many units they kill thereafter. If they kill only 2 units and you try to spawn like, 8, I'm pretty sure it'll only spawn 2 of them. XP @FalconVegeta I actually like that idea I think that's very interesting I'm actually really interested in doing it o_O I'd give the player a lot of HP to accomodate though XP Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 Defense mission attempt number 2... *sigh* Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 30, 2012 Share Posted December 30, 2012 No deep water tiles used sad face. And I spot river tiles being used in the lower left for the cliffs. Looks off and the animations won't match. Why not just lower the might of brave weapons a little bit and give only one enemy/very few enemies brave weapons? Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 No deep water tiles used sad face. Until now, I didn't even know there were deep water tiles. Gonna fix that soon. And I spot river tiles being used in the lower left for the cliffs. Looks off and the animations won't match. I did that so pirates can get to the village. If it's a big problem, I'll find some other way to give them access. Why not just lower the might of brave weapons a little bit and give only one enemy/very few enemies brave weapons? I might do that. Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 Added deep water tiles and made the "pirate crossing" spot look shallow compare to the rest of the water so it makes more sense. I also lowered the might of brave weapons significantly. Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted December 30, 2012 Share Posted December 30, 2012 I thought pirates could move across regular ocean? IDK. Maybe not. Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 I thought pirates could move across regular ocean? IDK. Maybe not. They can, but for the sake of making more visual sense, I made the water look more shallow. Quote Link to comment Share on other sites More sharing options...
Jubby Posted December 30, 2012 Share Posted December 30, 2012 it looks silly like that. Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted December 30, 2012 Share Posted December 30, 2012 And they could just walk from the shallow bit to the rest of the water any way so it's not going to make sense in that regard either way Quote Link to comment Share on other sites More sharing options...
SgtSmilies Posted December 30, 2012 Share Posted December 30, 2012 They can't cross cliffs. If he replaced the river tiles, they'd be stuck on the island. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted December 30, 2012 Share Posted December 30, 2012 Then create shore? Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted December 30, 2012 Author Share Posted December 30, 2012 (edited) Then create shore? I'm using FE8's 6C006D6E tileset. It doesn't appear to have any beach tiles. Edited December 30, 2012 by MarkyJoe1990 Quote Link to comment Share on other sites More sharing options...
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