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Suggested Weapon Variabilities Rolina 10 10307 Last post May 30, 2015, 06:53:40 AM
by Rolina
Helpful and Unique Patches « 1 2 3 4 » Lord Squirtle 51 25123 Last post August 06, 2014, 07:39:33 PM
by JamietheFlameUser
Master Formula List « 1 2 3 4 » Lord Squirtle 54 18289 Last post June 08, 2014, 04:24:28 PM
by Fox
Helpful Info for Golden Sun Hacking Topic « 1 2 3 » Lord Squirtle 30 13694 Last post June 21, 2012, 04:19:40 PM
by Fox
Midi instruments in GS:TLA Charon 0 5418 Last post January 09, 2010, 02:05:52 PM
by Charon
Do Not Post Rom Files Atrius 0 3747 Last post October 11, 2008, 05:54:00 AM
by Atrius
Djinn menu boxes and spillover text « 1 2 » Caledor 19 135 Last post Yesterday at 09:45:04 PM
by Caledor
Golden Moon Drake baku 0 58 Last post April 23, 2017, 11:47:00 AM
by Drake baku
[RELEASE] Golden Sun Reloaded « 1 2 ... 7 8 » Caledor 119 4813 Last post April 19, 2017, 10:27:30 PM
by Caledor
Runescape Evolution (WIP hack idea) Fox 0 105 Last post April 14, 2017, 08:48:42 PM
by Fox
[Solved] Making leveling not RNG dependant « 1 2 » Caledor 15 309 Last post April 13, 2017, 02:21:57 AM
by Fox
Enemy AI Research (answering questions plus abuse tips) Lord Squirtle 8 202 Last post April 04, 2017, 11:04:49 PM
by Fox
Japanese text extraction? rpearl 1 117 Last post February 14, 2017, 05:22:54 AM
by rpearl
Dark Dawn Tidbits Lord Squirtle 8 463 Last post February 05, 2017, 12:29:41 AM
by Lord Squirtle
[0.7.5 Release] Golden Sun TLA: Convenience and Inspiration WhiteMageMonk 10 493 Last post January 31, 2017, 07:37:55 PM
by Fox
[RELEASE] Golden Sun: The Balance Age « 1 2 ... 75 76 » Caledor 1134 87157 Last post December 20, 2016, 11:08:38 AM
by Caledor
How does Golden Sun piece NPC speech audio together? Triyence 2 288 Last post October 19, 2016, 05:43:16 PM
by Seto Kaiba
Disabling the in game music - possible? Formina 6 1161 Last post October 18, 2016, 05:35:40 PM
by Triyence
Unusual Hack Ideas « 1 2 3 » Lord Squirtle 35 1590 Last post October 10, 2016, 02:00:09 AM
by Rolina
Intellect Stat Rebalance (GS2) « 1 2 » Lord Squirtle 22 844 Last post October 08, 2016, 04:34:33 AM
by Lord Squirtle
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Today at 03:06:05 AM
Rolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values.  Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AM
Rolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games.  I think the first thing to look at is the Size and Type of enemies.  A small plantoid should have substancially different than a medium goblinoid, imo.  Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking.  Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AM
Rolina: Yeah.  I was getting data so I can use the trendlines as a basis for an enemy creator using my system.  As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in.  Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game.  Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Today at 01:53:24 AM
Lord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AM
Lord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AM
Rolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation.  When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that.  Luckily, we're here to correct such lazy design.
Today at 12:30:41 AM
Rolina: And PP is even worse.  It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AM
Rolina: Been doing some data collectino with enemy stats.  Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing.  Most monsters seem to follow the same statistical trends, regardless of what type of creature it is.  Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PM
Fox: Sounds like you got what I got way back?  Guess that means the error's still there.
Yesterday at 09:43:50 PM
Caledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Yesterday at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Yesterday at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
April 26, 2017, 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
April 26, 2017, 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
April 26, 2017, 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
April 26, 2017, 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
April 26, 2017, 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
April 26, 2017, 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
April 26, 2017, 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)

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