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    Fire Emblem Everyone Plays Fire Emblem - Week of March 12th, 2021

    Fire Emblem Everyone Plays Fire Emblem - Week of March 12th, 2021


    Everyone Plays Fire Emblem - Week of March 12th, 2021

    Posted: 12 Mar 2021 05:29 PM PST

    Welcome to the next installment of EPFE! This is a casual space for discussing any ongoing Fire Emblem (or related games) playthroughs. Screenshots, impressions, frustrations... gameplay stuff that would otherwise be removed as a standalone post under Rule 8 can be shared here.

    While you can of course ask for advice here, specific questions might get better responses in the General Question Thread here.

    As always, remember to tag your spoilers, and have fun!

    Last week's thread can be found here.

    submitted by /u/Cecilyn
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    "Who is a Lord" Alignment Chart, 5x5 edition

    Posted: 12 Mar 2021 01:29 PM PST

    Plegian Lara and Perne

    Posted: 12 Mar 2021 06:01 AM PST

    Portrait of Corrin [OC]

    Posted: 12 Mar 2021 01:57 PM PST

    POV: You stubbornly only play on the hardest difficulty settings

    Posted: 12 Mar 2021 09:01 AM PST

    Lo-fi hip-hop beats to grade to

    Posted: 12 Mar 2021 03:45 PM PST

    I drew Edelgard! (@ebs_hoshiko)

    Posted: 12 Mar 2021 12:51 AM PST

    [The Royal Greenhouse] OC commission

    Posted: 12 Mar 2021 04:53 PM PST

    I tried to calculate/estimate the size of one space in Three Houses

    Posted: 12 Mar 2021 12:24 PM PST

    Spaces in Fire Emblem are pretty notably inconsistent in their size. Depending on whether the map takes place indoors our outdoors, a single space can contain anywhere from a simple door of a building to an entire small house. Space size also seems pretty variable by game, and only a few games—Fates, Echoes, and Three Houses—have it so that the background when units are battling is the same as the full map itself; for games without this feature, this makes it more difficult to determine the size of a space. For games with this feature, though, this makes finding size easier, as we can more reasonably expect that a model in one map will take up the same amount of space as it would in a different map.

    Three Houses in particular gives us two helpful tools to measure how large a space is: defined character heights, and the zoom-in feature. With the latter, we can see how much actual space each unit takes up in the in-battle area. Even before measuring properly, though, the game seems to have fairly large-scale spaces; they have to be large in order to accommodate battalions and other generic soldiers in zoom-in view, as they mean that about 17 people can stand in one space while still having some decent wiggle room to move around. With defined unit heights and zoom view, though, we can properly estimate how big a space is rather than just saying that it's larger than average.

    For this, I used Part I Bernadetta since her height is a nice, clean 150cm, or 1.5m. The map I chose for this is the "Kingdom Territory" map, where Sylvain's and Felix's paralogues take place. That map features a few spaces that contain an 8×8 grid of mostly evenly-sized stone tiles. Given this, we can calculate the size of a space pretty easily: we can compare Bernadetta's height in pixels to the length of a stone tile, getting a proportion of sorts, then use this proportion to estimate the total size of a stone tile, and later an entire space, in meters.

    The screenshots I'm using are here and here. Using the second screenshot, I found Bernadetta's height to be about 390px, while one stone tile was about 306px long.

    • 306 / 390 = 0.78461538461; one stone tile is about 78.5% as long as Bernadetta is tall
    • 0.78461538461 * 1.5 = 1.17692307692; one stone tile is about 1.18m long
    • There are 8 stone tiles in a single space, give or take a few cm for cracks and borders between the tiles
    • 1.17692307692 * 8 = 9.41538461538

    Based on these observations and calculations, we can say that one space in Three Houses is roughly 9.5m long, for a flat surface area of about 90.25 m2. These calculations aren't perfect, as I'm not quite sure where to measure as top and bottom, and the camera angles only let me go so horizontal. If we were to put it in a range rather than a specific length, then we can estimate one space as being 9m–10m long, for a flat surface area of about 81–100 m2.

    I hope you guys find this somewhat interesting.

    submitted by /u/XamadFP
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    Sophia in the Tower [commission]

    Posted: 12 Mar 2021 05:58 AM PST

    What are some of your favorite ships in the franchise? (here are some of mine)

    Posted: 12 Mar 2021 12:06 PM PST

    [OC] Morgan ink drawing (insta/twitter @DiegoBucketz)

    Posted: 12 Mar 2021 04:00 PM PST

    [OC] I drew Byleth! (Pre and post timeskip)

    Posted: 12 Mar 2021 08:01 AM PST

    I suffered and reviewed that Chinese Bootleg Fire Emblem game for the Gameboy Color

    Posted: 12 Mar 2021 04:03 PM PST

    Echoes has good map design

    Posted: 12 Mar 2021 10:14 AM PST

    I'm aware this is a bit of a hot take, but stay with me for a second. Echoes having bad map design is a bit of a trueism around these parts. It's true, because it's so obviously true and everyone believes it to be true, because... I mean, it's SoV/Gaiden! It has bad map design! But when pressed on why, people always come up with the same answers. Open fields with terrain strewn about, haha desert and swamp, tile tiles, and that one map with two cavs in the corner.

    First, I'd like to answer the two really egregious points from those common points. Wide open fields are not inherently uninteresting maps. While the map itself might not be very visually interesting, enemy placement can make a map play in a very interesting way. I would argue that 4-1 Alm side, despite being a wide open field, is way more interesting than the majority of Path of Radiance's maps for instance.

    Second, the cavs in the corner are meant to be reinforcements that are visible on the map. I'm not sure how everyone manages to miss that? They're telling you, hey, take care of this group by turn 3, and then turn around to fight the cavs. It's basically the same as if cavs just spawned as reinforcements on turn 4, except it looks more organic and gives a neat sense of urgency to taking out the group in front of you.

    Finally, with the desert/swamp... It's honestly just an issue of needing to use the tools the game gives you to handle these maps, rather than merely going 'this restricts my movement, therefore it is bad'. The game has given you multiple fliers in the form of Catria and Palla, along with an archer that can counter bow fort enemies, and this is the most important one, shove and swap. With clever usage of these tools, you can get units across the desert relatively quickly.

    I don't really have a defence for tiles. Lower reliability just sucks. It can be mitigated, but ultimately everyone having a flat +20 avoid is legitimately annoying.

    With that out of the way, I'd like to actually say why I think it has good design rather than why I think common points against it are wrong.

    What makes a map good? For me, in SoV's case, it's interesting enemy placement, the 'feel' of the map, and the ability to tackle the maps in many different ways that are equally valid and interesting.

    The former, I think, is there in troves. Enemy ranges often overlap in interesting ways, or require you to spread out your army to get anything resembling an efficient clear. Enemy quality is pretty high too, which certainly helps. I would point to again 4-1 Alm side as a map where I think the enemy placement is fairly interesting, or perhaps Celica 4-4.

    As for the varied strats you can take, I would point to the desert. You can do a flier-focused strat, or a leon-focused strat. In Celica act 2, you can focus on Mae, Boey, or neither - even Celica strats are fairly viable, even if not optimal. On Alm side, you can forge the ridersbane to use it with Clive, or just use it with Mathilda instead while unforged to save the gold for something else (I've seen, although they're a bit meme-y, rapier strats). Even dread looping and using both Ests is fairly viable in this game.

    Lastly, the feel. I'd point to Desaix Fort and Bow fort (without Leon cheese anyways) as example of maps I think have a fairly good 'feel' to them. You're taking on heavily fortified positions. Sure, it's frustrating to fight that uphill battle to enter the fort in the first place, but that's kind of the point isn't it? You're taking over a fort, of course it isn't gonna be easy. Enemies are trying to block you from entering, and once you've finally made your way past the gate, you throw it wide open to slide all of your units inside and finish the job. There's a nice ludonarrative there that I think really enhances the experience.

    submitted by /u/peevedlatios
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    Here's my recreation of Reinhardt from the Fire Emblem Series

    Posted: 12 Mar 2021 10:31 AM PST

    I drew a female corrin!

    Posted: 12 Mar 2021 03:00 PM PST

    My azura cosplay!

    Posted: 12 Mar 2021 07:50 PM PST

    SoV Tier List Redux Round 12: Saber and Valbar

    Posted: 12 Mar 2021 11:57 AM PST

    Welcome to Round 12: Saber and Valbar

    Each round will last about 24 hours in between each other. Rate the units in each tier, and give Clear Explanations why. Feel free to comment on each other and discuss why you agree or disagree. Be polite, and remember, this is all in good fun. After the 24 hours, I will review all the answers and understand what the consensus reached has been, posting the result in the next round. If there is no clear majority, a tally will be made. If a tie ensues, well the round will be extended until a tiebreaker comment appears. At the very end, a hub finalized tier list will be created, with links to each and every one of these rounds, providing full analyses for FE15 units as well as a good solid tier list for the community.

    Last round resulted in Mae and Boey in A tier.

    Preliminary Round

    Class Base Stats and Promoted Class Base Stats


    Saber

    Class: Mercenary (Swords)

    Joins: After 2-1 in Port Novis (Celica route only)

    Base Stats

    Level HP STR SKL SPD LCK DEF RES MOV
    1 22 9 9 10 6 4 6 4

    Growth Rates

    HP STR SKL SPD LCK DEF RES
    60 30 35 40 25 40 0

    Supports

    Notes

    Joins holding the golden dagger


    Valbar

    Class: Knight (Lances)

    Joins: After 2-4 in Pirate Throne (Celica route only)

    Base Stats

    Level HP STR SKL SPD LCK DEF RES MOV
    1 30 14 5 2 1 12 0 4

    Growth Rates

    HP STR SKL SPD LCK DEF RES
    65 45 40 20 20 55 1

    Supports


    Tiers Being Used:

    Fantastic Performance: S Almost always very useful, with very few to no flaws. They may also provide a valuable niche, or just perform what they do the best.

    Includes Villager Mercenary, Silque, Genny

    Great Performance: A Very useful alotta the time, with a couple minor detriments that don't really hold them back. They may fill a good niche or perform what they do splendidly.

    Includes Mage Tobin, Mage Faye, Villager Archer, Cleric Faye, Clive, Python, Mae, Boey

    Good Performance: B Pretty useful, with some minor detriments that hold them back somewhat. They may fill a niche, but someone might do it better, and they can perform well if given the opportunity.

    Includes Alm, Celica

    AOK Performance: C Can be useful, with detriments that hold them back. They might fill a niche, even if its not useful, and they can perform decently if given the investment.

    Includes Lukas, Mage Gray, Mage Kliff, Clair, Luthier, Mathilda, Delthea

    Iffy Performance: D Not all that useful, with possible major detriments holding them back. They do not fill any required niches and take more investing than most to perform adequately or not all that solidly.

    Includes Villager Cavalier, Villager Soldier, Pegasus Knight Faye, Forsyth, Tatiana, Zeke

    At this point, units are no longer recommended by the list.

    Lame Performance: E Straight up bad, no way around it. There are very few places where they are actually useful, and they are actively difficult units to use effectively.

    Includes Mage Atlas, Mycen

    Next Round will be Kamui and Leon

    submitted by /u/Excadrill1201
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    Sooooo I did a mage only run of Verdant Wind Hard Mode, and Claude basically soloed the game.

    Posted: 12 Mar 2021 07:55 PM PST

    Want to create a Translated version of Fire Emblem 9 in my language

    Posted: 12 Mar 2021 06:50 PM PST

    Sorry since the start if this not the right sub

    Basically, want to create a Translated Patch in portuguese for Fire Emblem 9, and I kinda need help to put accentuation on the game and put the "files" on the ISO because I'm a totally noob in that

    I have all the the text translated, just need to put that in the ISO

    Any rom-hackers want to help?

    submitted by /u/Livaru
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    Conquest Lunatic Negative Growths - Chapter 16

    Posted: 12 Mar 2021 09:05 AM PST

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