1 2
5 6 7
12 13
Former player
Joined: 5/29/2006
Posts: 200
Well, Chapter 9 is still giving me headaches, even from a strategic side. If Seth goes after the boss first, then the mercenaries can't reach him on turn four, and if he goes to the left part of the area first, then one of the fighter reinforcements can't reach him. The only thing I can think of is to have Vanessa drop Seth off further south, right next to the boss (so the mercenaries move towards where Seth will be on turn four on turn three), and then have Tana deal with the Myrmidon and the second pirate. Still, this will require starting over yet again (compunded by the fact that I realized that I don't need to trade Forde's steel sword to Kyle. EDIT: a four turn victory is neccesary, since Amelia shows up at the beginning of turn five, meaning a huge waste oif time if I wait an extra turn.
Active player (287)
Joined: 3/4/2006
Posts: 341
Sorry to hear that. If it's any consolation, the rout chapters in FE7 were also extremely annoying in my TAS (except chapters 1, 3, 5, and 12, because they're mostly easy). Just keep at it and I'm sure you'll come up with something.
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
*prod, prod* It's been over a week since you last posted... How is the TAS going? Have you worked out your route planning woes? Hopefully future chapters will be easier to work on than this one.
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
Chef Stef wrote:
*prod, prod* It's been over a week since you last posted... How is the TAS going? Have you worked out your route planning woes? Hopefully future chapters will be easier to work on than this one.
I will emphasize your message, chef, by saying: "CHEETAH! GET TO WORK ON UPDATES AND WIPS AND STUFF! OR ELSE I WILL BLOCK BLOCK BLOCK HIGH KICK YOU!"
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Former player
Joined: 5/29/2006
Posts: 200
Thank you for prodding me. I had lost heart after having to start over again, but I've started again.
Joined: 5/30/2007
Posts: 28
Location: Southern California. YAY!
I know already that you can determine whether a current random number is within the range of 1-50 or 51-100, but I'm just curious. Has anything been developed yet that allows you to read the exact RNG values for the GBA Fire Emblems? Or has anyone figured out a string of numbers that the game uses?
Active player (287)
Joined: 3/4/2006
Posts: 341
Good work, but now you're going to hate me for pointing out that you can hold B while moving the cursor to Port Kiris. A2ZOMG: The memory addresses 03000000-03000005 hold the last three numbers generated by the RNG (which takes values in the range 0-65535, which must be multiplied by 100/65536 to make a number in the range 0-99). The formula for generating more numbers is also known, and cheetah is using the same spreadsheet for this run that I made for my FE7 run. As an interesting side note, the RNG in FE6 divides by 655 instead of multiplying by 100/65536. If you burn more RNs than humanly possible, this can cause an attack to miss at 100%, or cause a bug in the path drawing algorithm.
Former player
Joined: 5/29/2006
Posts: 200
That should be hexedittable, and even if it isn't, it doesn't affect the RNs anyways, so the strategy remains sound. I just noticed that Forde trades a steel sword to Kyle at the beginning, which was a holdover from a previous strategy thta is no longer neccesary. I'll probably just redo the entire battle preparations section, and hex in everything from when I press start.
Former player
Joined: 5/29/2006
Posts: 200
Just wanted to report that the hex-editting worked. I won't post another WIP until the next chapter is beaten, which will take some planning but not very much time to optimize once a plan is made.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Out of curiosity, why are you playing on normal difficulty instead of "difficult"?
I think.....therefore I am not Barry Burton
Former player
Joined: 5/29/2006
Posts: 200
Enemy placement isn't different, only enemy stats. So basically I would use the same strategy, except you'd stare at me wasting RNs for a lot longer.
Active player (287)
Joined: 3/4/2006
Posts: 341
Perhaps, but is it faster to let her die than to move her one space to the right? That way, Natasha doesn't die, and Artur doesn't need to counter anyone. It's possible to kill Pablo with just Vanessa (with a slim lance double-counter and an axereaver critical), but I doubt that would be faster than just using Seth like you did.
Former player
Joined: 5/29/2006
Posts: 200
Nitrodon wrote:
Perhaps, but is it faster to let her die than to move her one space to the right? That way, Natasha doesn't die, and Artur doesn't need to counter anyone.
Not sure what you mean. How would that prevent Artur from being targeted?
Active player (287)
Joined: 3/4/2006
Posts: 341
The second mercenary won't be able to target anyone, and the first and third would rather target Natasha.
Former player
Joined: 5/29/2006
Posts: 200
Hm...I'm starting to think it may be faster to deselect everyone I don't intend to use. I'll have to test whether or not the mercenaries move at all when there's nobody for them to target. They might charge after the green units, I guess.
Former player
Joined: 5/29/2006
Posts: 200
So, I finally got around to working on this. I finished chapter 10 ages ago, but it was such a short chapter I didn't bother uploading it. Here's through chapter 11. I hope that it's optimal, as route planning in fog of war is a huge pain, even when not combined with defeat all enemies.
Active player (287)
Joined: 3/4/2006
Posts: 341
I'm not sure how useful it is to recruit Dozla for that chapter. Based on stats, Vanessa is perfectly capable of dealing with the last two enemies with enough luck manipulation. Then again, that recruitment did get rid of one "Other Phase" message. Based on this chapter, I'm assuming you don't plan to train Vanessa. As long as she is powerful enough to kill an armor knight in Hamill Canyon with a javelin (she probably is) and you have a different plan to kill Fomortiis quickly, that seems to be fine.
Former player
Joined: 5/29/2006
Posts: 200
Nitrodon wrote:
I'm not sure how useful it is to recruit Dozla for that chapter. Based on stats, Vanessa is perfectly capable of dealing with the last two enemies with enough luck manipulation. Then again, that recruitment did get rid of one "Other Phase" message. Based on this chapter, I'm assuming you don't plan to train Vanessa. As long as she is powerful enough to kill an armor knight in Hamill Canyon with a javelin (she probably is) and you have a different plan to kill Fomortiis quickly, that seems to be fine.
To be honest, I hadn't thought of using Vanessa against the enemies up there. I haven't really though about how I'll do Fomortiis--Vanessa hasn't been pulling her weight recently, but I don't have any other really good ideas. I might end up going for a compromise in recruiting Dozla to get rid of the green unit phase, but using Vanessa to kill the enemies. I'll take a look at how feasible it is.
Active player (287)
Joined: 3/4/2006
Posts: 341
Honestly, I'm not sure how feasible Vanessa with Vidofnir is. Vanessa has 73 lance exp at the beginning of this chapter, gains 40 on promotion, and needs a total of 251 for an S rank. A double pierce with one critical would still do it (but would be hell without leveling up Vanessa). Molotov's run used Myrrh, which is still a possibility if you don't mind watching her level up several times.
Former player
Joined: 5/29/2006
Posts: 200
Nitrodon wrote:
Honestly, I'm not sure how feasible Vanessa with Vidofnir is. Vanessa has 73 lance exp at the beginning of this chapter, gains 40 on promotion, and needs a total of 251 for an S rank. A double pierce with one critical would still do it (but would be hell without leveling up Vanessa). Molotov's run used Myrrh, which is still a possibility if you don't mind watching her level up several times.
This is where I really wish I could use Cormag--a double pierce critical with a killer lance would do the trick, I think. I could always just go for a slightly slower victory, like Seth smashing his face in with Audhulma followed by someone else (Saleh, Dozla, Myrrh, and a few others are all possibilities). EDIT: A critical from Myrrh at base stats (doable due to the critical boost from her weapon) is only 6 points of damage away from OHKOing Fomortiis. 2 levelups (or the incredibly unlikely solution of an energy ring) will give me a OHKO, or I can go along the route of smahing Fomortiis with an iron axe or something just for fun. I only need 31 attack power to finish him off at that point, magical or physical.
Active player (287)
Joined: 3/4/2006
Posts: 341
Those calculations seem right, until you notice that Demon Light gives +10 defense (among other stats). Myrrh would need 12 more strength for a OHKO. If you plan to attack twice, Seth+Myrrh will certainly be able to do it at her base stats, as long as Seth gains 3 points of speed and 1 point of strength between now and then (which should happen even if you don't manipulate his stats). I calculated earlier, and a double pierce with one critical would kill Fomortiis. You'd need 20 strength, and the probability would be extremely low without a high level. The triangle attack would give you a free critical, which certainly won't hurt, but the probability of success would still be fairly low. EDIT: I checked the 1-turn victory in Hamill Canyon. I'll assume that double criticals are impossible to manipulate, since the RNG usually isn't that cooperative. Vanessa needs about 2 additional points of strength to kill the armor knight, depending on stats. If necessary, Vanessa can use Ewan's energy ring, but the kills from chapter 12 should probably be enough. Seth would need 3 additional points of strength to kill Aias with a javelin, but it turns out that Saleh can kill him with Thunder at base stats.
Former player
Joined: 5/29/2006
Posts: 200
Nitrodon wrote:
Those calculations seem right, until you notice that Demon Light gives +10 defense (among other stats). Myrrh would need 12 more strength for a OHKO. If you plan to attack twice, Seth+Myrrh will certainly be able to do it at her base stats, as long as Seth gains 3 points of speed and 1 point of strength between now and then (which should happen even if you don't manipulate his stats). I calculated earlier, and a double pierce with one critical would kill Fomortiis. You'd need 20 strength, and the probability would be extremely low without a high level. The triangle attack would give you a free critical, which certainly won't hurt, but the probability of success would still be fairly low. EDIT: I checked the 1-turn victory in Hamill Canyon. I'll assume that double criticals are impossible to manipulate, since the RNG usually isn't that cooperative. Vanessa needs about 2 additional points of strength to kill the armor knight, depending on stats. If necessary, Vanessa can use Ewan's energy ring, but the kills from chapter 12 should probably be enough. Seth would need 3 additional points of strength to kill Aias with a javelin, but it turns out that Saleh can kill him with Thunder at base stats.
Even if Vanessa doesn't level up at all, there's a heavy lance floating around. I shouldn't have any issues.
Active player (287)
Joined: 3/4/2006
Posts: 341
cheetah 7071 wrote:
Even if Vanessa doesn't level up at all, there's a heavy lance floating around. I shouldn't have any issues.
You need a ranged weapon to reach that knight on turn 1. Tethys would be a possibility, but she's already needed so that Saleh (or Seth) can reach Aias on turn 1.
1 2
5 6 7
12 13