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Joined: 8/13/2005
Posts: 356
Location: Canada
I won't be doing it, I'm working on other matters related to the game right now, but I'm happy to help in whichever ways I can. Weird that Sleepz quit when he did, because you'd think it would all go so quickly once you have sandworm access and three permanent party members. Sandworms are awesome. The player might want to just get to level 35 or so there and forget about all encounters until the end of the game, even.
Joined: 7/28/2004
Posts: 57
Pretty sure attack order is determined at least in part by the attack power of equipped weapons. Anyways, you can define macros to force your party to attack in a particular order (useful for the combined manuevers), which would probably be helpful.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
I can understand Sleeps a little bit now why he stoped. The best way to get lvls as fast as possible is to use Rune's GRA on the way to the city, But it is so damn hard to Manipulate 4 of thoose Sand Newts after Molcum. I've been stuck there in a try to Manipulate them for 30mins now without any progress. I get 3 sometimes, but not 4. Ugh.
Wheeeehaaa.. Yaaayy..
Joined: 5/24/2004
Posts: 262
Did any of the texts that FreshFeeling posted help? I didn't look through them all, but maybe one of them lists how to manipulate random attacks.
Former player
Joined: 9/1/2005
Posts: 803
maybe a consideration if you have extreme luck manipulation (should you decide to do the run): The sword that you can get (as an enemy drop) in zio's fort, while utter shit, has that ever so handy side ability of instant death on occasion, just like the genocy (sp?) claw and the elsydeon (not sure of any other weapons with this property). if enough enemies are weak to instant death, regardless of the chance required, it may be worth looking into.
Joined: 8/13/2005
Posts: 356
Location: Canada
Those texts won't explicitly help anyone manipulate luck as far as I know. They'd probably be better used to aid in strategy; exact strengths of techs and skills that were never known are now known, as well as all enemy statistics and the system by which they resist attacks. Since this could be manipulated anyways it might not be such a big deal, but it could save the TASer some time. Plus I figured there would be a general curiosity for players here. I'm still learning things and I'd like to help. The Shadowblade idea seems good on a surface level. Any non-resistant enemies with less than 96 strength can be killed by it (as far as we know now). If their 10th elemental is 1 (resistant) they need less than 48 strength. If it's 0, they are immune to the Shadowblade's effect. There are a lot of enemies that this could work on. The problem with that is that it will never work on sandworms or bosses... and those are probably the majority of what you'll fight after Juza. If the player is going to use sandworms to level, the Shadowblade won't help. EDIT: And to confirm, the only weapons with death effects are the Shadwblade, Genocyclaw and Elsydeon. Elsydeon only works on evil enemies, though.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
I'd started a run of this yesterday and right now I am at Granfather Dorin. The manipulation to get 4 Sand Newts each fight on my way to Tonoe was a real pain. Just check the rerecords ;) I dont have Sleeps version so I cant compare. But this is what I have done this far. http://frenom.areta.org/smv/psiv.gmv
Wheeeehaaa.. Yaaayy..
Former player
Joined: 9/1/2005
Posts: 803
That was awesome. I definitely like the way it looks, keep up that killer work Frenom :D Something whacky that I think would be cool but would totally not work would be going through the whole game without a random battle. it'd be cool since you'd just shoot through the game without anything slowing you down, but the bosses would absolutely annihilate you (I can think of at least 3 bosses off the top of my head that would slaughter you in a single hit, all of them being dark force).
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Very nice work, and all the 4xnewts seemed perfectly natural too, while going the fastest path you could.
Joined: 8/13/2005
Posts: 356
Location: Canada
It's really amazing that this game allows you to manipulate encounters so well. You can't even really tell that you're abusing luck. It looks really good.
Former player
Joined: 9/24/2004
Posts: 177
Sleepz's is definitely faster than your run at this point, and I think you might've fought too many groups of 4x Sand Newts in your little run there (I'm pretty sure Sleepz stopped fighting them once he ran out of uses of Gra), and you might even want to stop right after picking up Crosscut, since you lose all three of your non-Chaz party members not too long from now.. unless there's a reason for all those extra fights that I'm not seeing right now.
Joined: 8/13/2005
Posts: 356
Location: Canada
Hm, Tilus might be right, I never saw Sleepz's run. The thing is that having Rune there makes that experience so quick to gain, and it seems worthwhile. It would be nice if you could manipulate Hahn and Alys dead, but that itself would take too long. If you stop after Crosscut, you'll be fighting Juza at a very low level. What was Sleepz at when he fought Juza?
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
You guys is probably right. I dont remember what lvl he was at but I do know that the next lvlup place was in the cave right above Aeidio. Right now I have just picked up Rika. But I am going to remake from the basement, cuz I did some mistakes there.. I might redo that part too with the Newtz's.
Wheeeehaaa.. Yaaayy..
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
From which basement? Not the one in the university?
Former player
Joined: 9/1/2005
Posts: 803
I think he is reffering to the Tonoe dungeon where you get the alshline (its called basement iirc).
Joined: 8/13/2005
Posts: 356
Location: Canada
It might be time consuming, but you could probably manipulate Hahn dead during the first Igglanova fight (by the Xanafalgues that it spawns). One or two criticals and Hahn is gone. That would mean (slightly) more experience for Chaz during the newts. It might be worth a small cost in frames.
Joined: 10/3/2005
Posts: 1332
And plus, Hahn is a turd. ;) Fantastic stuff, Frenom!
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Tilus wrote:
I think you might've fought too many groups of 4x Sand Newts in your little run there (I'm pretty sure Sleepz stopped fighting them once he ran out of uses of Gra), and you might even want to stop right after picking up Crosscut, since you lose all three of your non-Chaz party members not too long from now.. unless there's a reason for all those extra fights that I'm not seeing right now.
Im just taking all the free exp I can get. Why just stop after I get the Crosscut? I dont really need the Crosscut until Juva.
FreshFeeling wrote:
It might be time consuming, but you could probably manipulate Hahn dead during the first Igglanova fight (by the Xanafalgues that it spawns). One or two criticals and Hahn is gone. That would mean (slightly) more experience for Chaz during the newts. It might be worth a small cost in frames.
It's a good thought though. I think Hahn will get tons of lvls while fighting the Fusions in the Passageway on my way to Juva later on... or.. I'll just let him be dead as much that I can.
Wheeeehaaa.. Yaaayy..
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Okey.. new try.. FreshFeeling idea sounds worth to try =) First I had to change the order so that Hahn came first. Otherwise they would'nt hit him so much. Belivie me, I'd tried. I had him alive until the last round. By killing Hahn I lost appoximate 5 seconds. ;P Let's see if this saves me anything later on. http://frenom.areta.org/smv/newpsiv.gmv
Wheeeehaaa.. Yaaayy..
Joined: 8/13/2005
Posts: 356
Location: Canada
Five seconds seems like quite a lot... more than I was expecting just for making Hahn die, anyway. It seems strange that you were entering commands individually when Rune ran out of TP for Gra. Had you already worked out that it wasn't efficient to make a macro to have him cast Hewn?
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Yeah, It did. Someone once told me that "you learn as you play", I think it was Bisqwit btw... and some other guy said that "when you do a movie you are kinda blind of your own mistakes". Im going to do a macro for that now. tnx. When I came home from work today I sat myself down and was thinking.. It has to work. Well.. 2 hours later.. Hahn is dead and I am just behind my first try :) Updated the link.
Wheeeehaaa.. Yaaayy..
Former player
Joined: 8/17/2004
Posts: 377
Wow, this topic's been revived. I'd almost given up hope on the run. Glad to see someone working on this game again, good luck Frenom!
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Please keep us updated >_<
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
Sure I'll will.. just that I got a desync in the passageway and Im trying to fix it with the hex-edit tools.. Im not that good at math and recalulate 17min, 4seconds and 13 frames could take me some time. I just getting confusing with all the numbers and frames after a while ;) Highness friend hexedit tools has timecount. But that program calculates it wrong. 9999:99 insted of min(60):sec(60):frames(60). :(
Wheeeehaaa.. Yaaayy..
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Isn't it just frames + 60*sec + 3600*min = the number you want? Assuming you're playing at 60 hz (NTSC).
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