ErrantDShepherd Posted March 7, 2015 Share Posted March 7, 2015 (edited) Ya... Forgot that supports can be up to 5. Hmm... Is it possible to add another page if you do need more space for stuff in general? Edited March 7, 2015 by TheErrantShepherd Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 7, 2015 Author Share Posted March 7, 2015 I'd have no idea where to even begin with another page. Maybe I could look at Pi's logic as a reference but otherwise nah and after all that hard work I'd *have* to fill up the space with something. I'm also in the process of moving the affinity icon to the right of the units name. Thoughts on that? I will make it so that it can be selected with the r-button too so everyone Lin is happy. Also bringing fatigue back. I'm doing mad shit.. Quote Link to comment Share on other sites More sharing options...
Moishe Oofnik Posted March 7, 2015 Share Posted March 7, 2015 I'd have no idea where to even begin with another page. Maybe I could look at Pi's logic as a reference but otherwise nah and after all that hard work I'd *have* to fill up the space with something. I'm also in the process of moving the affinity icon to the right of the units name. Thoughts on that? I will make it so that it can be selected with the r-button too so everyone Lin is happy. Also bringing fatigue back. I'm doing mad shit.. Im pro moving affinity right to the units name especialy if you are adding fatigue Quote Link to comment Share on other sites More sharing options...
ErrantDShepherd Posted March 7, 2015 Share Posted March 7, 2015 (edited) Yeah... I just saw pi's page 4. So clearly the concept is viable... Just a matter of what to do with all the space, as the current GUI he has for skills is... A little plain to say the least? *goes to check out previous FE skills pages for ideas* On the affinity by the name thing... Still the potential problem of name length though with doing that. But hey, try it out see what works.(honestly if not for the name length problems I would say it seems perfect) Edited March 7, 2015 by TheErrantShepherd Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 7, 2015 Author Share Posted March 7, 2015 I'll probably end up just using the BWL at the bottom Makes sense Quote Link to comment Share on other sites More sharing options...
ErrantDShepherd Posted March 7, 2015 Share Posted March 7, 2015 (edited) *shrug* whatever works... *goes back to looking for text and stuff* Edited March 7, 2015 by TheErrantShepherd Quote Link to comment Share on other sites More sharing options...
SilverHairedFreak25 Posted March 31, 2015 Share Posted March 31, 2015 How about "Strongman" -Used by Warriors, Berserkers, Etc. -Halves the weight of equipped weapons Quote Link to comment Share on other sites More sharing options...
Dragrath Posted April 7, 2015 Share Posted April 7, 2015 interesting...was checking out to see what you guys do in hacks looks impressive well to suggest a few skills I didn't see mentioned yet. Disarm-cancels superior more fun twin helps with weapon stealing( perfect if taking enemies weapons is the main source of revenue) if paragon is being added aptitude and discipline could be useful additions for unit training faire skills could be added my though is a damage boost plus small weight reduction for that weapon type stats might need a little bit more balance though. a custom idea for the bandits -Pilage-a skill that on kill the enemy would have a chance drop (%skill) their equipped weapon on death custom general skill. for a normal FE its more situational but for a status spamfest... spirit ward-grants the unit immunity to status Quote Link to comment Share on other sites More sharing options...
Red Dingo Posted April 25, 2015 Share Posted April 25, 2015 So is Encore supposed to be a really crappy version of Thracia movement stars? Yes, I read up about Thracia's movement stars and thought, "how can I make this $#!%%ier?" Quote Link to comment Share on other sites More sharing options...
SilverHairedFreak25 Posted April 25, 2015 Share Posted April 25, 2015 How about this for a playable Magic Seal Unit: -obtains the "Seal" command -can be activated and deactivated during player phase -however, have the seal be reduced from 10 squares to, say, anywhere between 3 & 7? -Staves and anyone with a boss icon are immune to the seal Quote Link to comment Share on other sites More sharing options...
Brendor Posted April 25, 2015 Author Share Posted April 25, 2015 Oh hey I thought this was dead These all seem plausible enough Quote Link to comment Share on other sites More sharing options...
Eliwan Posted April 25, 2015 Share Posted April 25, 2015 (edited) Intercept the battle calculations for WTA shenanigans? Skill that gives bonuses based on the difference between your weapon rank and the rank of the weapon you have equipped? "Active" skills with cooldowns that are reduced by a stat, cooldowns both in turns and in battles? Autoactivate, not command. "If not moving" that grants stats? "If moving <X tiles"? Check enemy terrain? Negate enemy terrain? e.g. Prowess - Can only be at WTD against Reaver weapons and weapons of higher rank than the one you have equipped. (Checking for the reaver ability on the other weapon, not hardcoded) Wild Fighter - Enemies with a lower ranked Weapon than you lose 1 place on weapon triangle (Advantage -> Normal, Normal -> Disadvantage) Colossal - [activates every [10 / LUK]'th' battle]: Add difference between weapon weight and CON, or half of weapon weight, whichever is higher, to atk Hawkeye - If moving no more than 2 spaces, gains 1 range with Bows (all bows) Readiness - +15 Hit if moving no more than 1 tile, always on during enemy phase Faith - Staff range +1 (e.g. makes heal 1-2, physic [(mag/2 min 5)+1]) Fair Ground - copies opponent's terrain bonuses if superior to own Terrain Cancel - Enemy's Terrain confers no in-battle benefits against the user Canto-but-not: Pirouette - Can move 1 space after acting (trade, attack, item use) Dive Shot - Can move 1 space after attacking if moved exactly 1 space before attacking with a Bow. Can't return to space you started in. Acrobatics - Can move X spaces after attacking if had at least X*2 movement left when attacking with a Bow. Tantivy - Can use remaining movement after attacking with a Bow, or half of it with other weapons. Check weapon stats? Fervent - Hit, Avoid, CrEv are all increased by the equipped weapon's Might. Critical is increased by half of weapon's Might. ?: Edited April 25, 2015 by Eliwan Quote Link to comment Share on other sites More sharing options...
Brendor Posted April 26, 2015 Author Share Posted April 26, 2015 Intercept the battle calculations for WTA shenanigans? details are your friend Skill that gives bonuses based on the difference between your weapon rank and the rank of the weapon you have equipped? That's kind of an interesting concept. The max rank is S and the minimum is E so the max difference would be 5 although it might remove incentive to trade up to a different weapon type (eg Iron > Steel) if the bonuses outweigh the added Mt "Active" skills with cooldowns that are reduced by a stat, cooldowns both in turns and in battles? Autoactivate, not command. wut "If not moving" that grants stats? "If moving <X tiles"? Yeah I had an idea like that, specifically a spin off of Fallout 3's Superior Defender Check enemy terrain? Negate enemy terrain?' Pi did this apparently, but I guess I could e.g. Prowess - Can only be at WTD against Reaver weapons and weapons of higher rank than the one you have equipped. (Checking for the reaver ability on the other weapon, not hardcoded) wut Wild Fighter - Enemies with a lower ranked Weapon than you lose 1 place on weapon triangle (Advantage -> Normal, Normal -> Disadvantage) I..see. Seems a bit much but I'll consider it Colossal - [activates every [10 / LUK]'th' battle]: Add difference between weapon weight and CON, or half of weapon weight, whichever is higher, to atk yeah ok Hawkeye - If moving no more than 2 spaces, gains 1 range with Bows (all bows) ranges are annoying but doable Readiness - +15 Hit if moving no more than 1 tile, always on during enemy phase wut Faith - Staff range +1 (e.g. makes heal 1-2, physic [(mag/2 min 5)+1]) I've told several people that this type of thing would be ridiculously annoying to make because staff ranges don't behave like weapon ranges Fair Ground - copies opponent's terrain bonuses if superior to own yeah alright Terrain Cancel - Enemy's Terrain confers no in-battle benefits against the user pretty simple, yeah Canto-but-not: k Pirouette - Can move 1 space after acting (trade, attack, item use) mayyybe Dive Shot - Can move 1 space after attacking if moved exactly 1 space before attacking with a Bow. Can't return to space you started in. maaaaad specific and conditional just for 1 space Acrobatics - Can move X spaces after attacking if had at least X*2 movement left when attacking with a Bow. sounds a bit more raisinable Tantivy - Can use remaining movement after attacking with a Bow, or half of it with other weapons. what is your fetish with bows? Check weapon stats? Fervent - Hit, Avoid, CrEv are all increased by the equipped weapon's Might. Critical is increased by half of weapon's Might. wut ?: Replies in bold. Cheers. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted April 26, 2015 Share Posted April 26, 2015 (edited) That's kind of an interesting concept. The max rank is S and the minimum is E so the max difference would be 5 although it might remove incentive to trade up to a different weapon type (eg Iron > Steel) if the bonuses outweigh the added MtTrue. Hmm. :/ wut ... my english yesterday afternoon was so miserable Colossal below is what I meant-- something that activates every so often, reliably at a predetermined rate; not something that is random-- but something that isn't a command skill. wutChecking both user and enemy's weapon for abilities and stats; messing with weapon triangle bonuses Makes more sense if you give weapon-rank bonuses to everybody and then disable them when at triangle disadvantage, this skill does I..see. Seems a bit much but I'll consider itYou said ideas. I spit out everything that I had that didn't seem stupid. wutSame intercept ('not moving'), different effect. I've told several people that this type of thing would be ridiculously annoying to make because staff ranges don't behave like weapon ranges...Oh. :C maaaaad specific and conditional just for 1 space1 space matters a lot in a choke, though. It allows you to train the unit without worrying about letting them get attacked except when they attack-- you move them one space, then attack, then move them out of enemy range (if the enemy has a 2 range weapon). what is your fetish with bows?An attempt to replicate the two different styles of archery combined with the fact that I've never had an archer that was worth using. wutCheck the stats of the weapon equipped then apply as passive stat gains following a formula for each stat; e.g. making weapons with more Might more valuable even if they don't necessarily have a lot of hit; and somewhat negating penalties from wielding higher weight weapons (since those tend to be heavier) without impacting the end speed thus impacting double rate. Edited April 26, 2015 by Eliwan Quote Link to comment Share on other sites More sharing options...
momogeek2141 Posted April 28, 2015 Share Posted April 28, 2015 Counter from FE9-10? Quote Link to comment Share on other sites More sharing options...
Brendor Posted April 30, 2015 Author Share Posted April 30, 2015 Counter from FE9-10? Counter is horrible but it's possible (I'm even making something similar for Alfred) Quote Link to comment Share on other sites More sharing options...
Red Dingo Posted May 18, 2015 Share Posted May 18, 2015 Foraging – occasionally restores a small amount of hp when unit stands on natural terrain. (skill+luck/2)% Treasure Hunter – occasionally gain a small amount of Gold when unit stands on manmade terrain. (skill+luck/2)% Shade – unit will not be attacked by enemies with less skill while standing on evasion boosting terrain. Graceful Body – higher avoid with max hp. Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 18, 2015 Author Share Posted May 18, 2015 Interesting stuff I'm not exactly sure how to check the terrain type(I have an idea but I've never done it so it might not work but there's obviously gotta be some way to do it) but yeah they sound interesting enough to look into Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 16, 2015 Author Share Posted September 16, 2015 doop Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 16, 2015 Share Posted September 16, 2015 Nice! How'd you get it to display properly? Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 17, 2015 Author Share Posted September 17, 2015 Which part? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 17, 2015 Share Posted September 17, 2015 HP drain, but looking through the thread now I'm more interested in the skill icons and R-menus. Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 17, 2015 Author Share Posted September 17, 2015 The HP was just a u16 in memory, so I hijacked the code that decrements the target HP and make it increment the other unit's HP in unison Quote Link to comment Share on other sites More sharing options...
Shadowflare Posted September 17, 2015 Share Posted September 17, 2015 I've had this one idea spinning around for a while. You know how sometimes your mounted dudes just rush the enemy soldiers (or vice versa) and they completely trash the formation? If there was a skill that had a 100% activation rate that would make it so that if a mounted unit attacked a allied unit with said skill, the allied unit gets an effective damage bonus. No matter what the weapon. I was thinking this more for soldiers/pikemen/halberdiers, whatever you call it. But yeah. Have a solid wall of infantry and watch mounted units bounce off. That'd be cool. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted September 17, 2015 Share Posted September 17, 2015 Just curious, what about skills with map commands? Quote Link to comment Share on other sites More sharing options...
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