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Messages - Chaos_lord

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Due to evolution restrictions in the original FR you can't use most stones until you beat the elite 4 in base 1.8 or 1.8 enhanced. The only one that works is C.Keine to A.Keine. If you don't like this I recommend playing purple or unnamed which don't have this limitation.

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Your link to the new changelog is broken, it seems you forgot a colon and the website added another http to it.

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ROM Hacks + General Discussion / Re: Twitch Plays Touhoumon.
« on: May 12, 2015, 11:13:59 PM »
If CSatori was level 20 or higher, then they could use my personal strategy and have it could trace Own Tempo, allowing it to not be affected by Teeter Dance while firing of Mirror Shots.

Of course, this is Twitch Plays Pokemon, so there's no way that would have happened. :(

I do have plans for Satori, she's an out to Sabrina and later rival fights but they needed daycare and thus needed to get past Rival (reason/ice coverage is nasty for us ATM) before the easier misty.

Nature power has had all it's uses BTW, twister as wind STAB and water pulse/surf will cover what is needed.

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ROM Hacks + General Discussion / Re: Twitch Plays Touhoumon.
« on: May 11, 2015, 07:13:39 PM »
We beat Brock with a clutch quick attack on the last move possible by CTokiko after CSanae stomped through CSuika and CYuugi with nature power, only being stopped by karate chop crits. We are now on route 3.

Current team:

CSanae lvl 15
CNazrin - Lv. 2
CDaiyousei - Lv. 7
CTokiko - Lv. 12
CNazrin - Lv. 5
CStar - Lv. 6

With TPP's habits I expect Sanae to start pulling ahead soon though Tokiko may stay relevant if she gets good clean-up oppertunities, which is good as Sanae's our best shot at Misty and Surge.


EDIT: It seems whether we go to jhoto or not is in the air due to a glitch involving checkpoints not working properly. Does anyone here have a fix for that?  (proof: http://www.reddit.com/live/uerqm64a940j/updates/d2172e46-f813-11e4-8873-0e7d3bf7865f)

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ROM Hacks + General Discussion / Re: Twitch Plays Touhoumon.
« on: May 11, 2015, 09:21:57 AM »
The 1 text box caused some menu differences because 1 side a spammed into using the snes which in turn caused a text speed change. At that point they were desynced properly.

We're in viridian forest now at least.

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ROM Hacks + General Discussion / Twitch Plays Touhoumon.
« on: May 10, 2015, 07:13:58 PM »
In case anyone hasn't heard, twitch plays pokemon has decided to run a game of touhoumon and moemon side by side with the same inputs. It works in much the same way as the original run did but with more buttons and new mechanics.

We seem to be playing 1.8E for anyone who wants to know and are starting in just under 2 hours from when this post went up.

Link for the lazy: http://www.twitch.tv/twitchplayspokemon

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Wow... impressive response. Finally one that directly deals with my concerns instead of simply telling me "It was your choice, deal with it yourself" in regards to my playstyle.

I just think something isn't quite right in what you said:
I'm pretty sure I've seen trainers switch (Rocket Grunts in Mt. Moon, iirc)

Do they? I don't remember the AI switching much at all unless they are completely walled but then again I used stuff like attract(Daiyousei learns it naturally) and sleep that gave them a chance to act. If they do switch out though you could probably use that to your advantage too as it's a free turn and the mon swapped out will still be snoozing. If you figure out how many growls are needed to trigger the switch even better as you now out-predict them.

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It's been a little while since my playthrough, but generally you'll always be a little bit behind if you go for a full team and don't grind. That being said If you're clever you can turn those high-level wilds to your advantage for a while and tailor your team to the fights. That being said you may want to go do vermillion things before giving misty a serious go, her last mon is a really awkward type combo to take down if you didn't start Sanae and it has the evolution stat advantage.

Once you start evolving(you start getting shards after cut) you should have enough of a team to keep one and start getting EV's and good support moves to make up for the level difference until around Blaine/Giovanni. Until then make use of the fact you don't have to grind new members of your team to keep up and experiment with the local mons, win with type advantages and don't be afraid to use items or run back to the center every few fights. That Shizua for example is 2 levels off of sleep powder and can then abuse AI's inability to switch with growl spam or give another team member a turn or 2 to do something.

Don't be afraid to catch a few of each mon you want either and take the best one, decent IV's and nature can be worth a few levels on their own and unnamed makes spotting how good a mon is easy.

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ROM Hacks + General Discussion / Re: Defense Momiji suggestions
« on: April 28, 2015, 04:25:16 PM »
If you want her to up her defense she gets iron defense from the re-learner, which halves physical damage taken as long as she's out(except from crits), that and some potions will let her set up with X-attacks or tailwind. Nothing to boost her S.def except sandstorm though and something else needs to set it up for her.

Speaking of S.def that S.def isn't just low for a DMomiji, it's impossible and almost certainly a bug. Minimum S.def for a level 42 base 90 mon is 72 (according to smogon calculator, IV = 0, EV = 0, negative nature) and yours is well below that. I'd contact Agastya about it, send him a screen of Momiji's stat screen and see if he can have it fixed.

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ROM Hacks + General Discussion / Re: Defense Momiji suggestions
« on: April 28, 2015, 01:21:19 PM »
Non-expert just having a look over the stats in the wiki:

  • Check your nature and IV's if possible, It's possible the Momiji is bad and the Medicine is good (AMedicine has comparable special bulk, possibly enough that with natures and IV's/EV's it could come out better on that front). In particular the base S.def of both mons are the same so compare the two, it could be a hint that the Momiji is bad on that side.
  • Is Momiji attracting fire coverage? Double weaknesses are not fun. It also has less resists in general which is unhelpful.
  • Beast inherited rock's old special defense boost in sand which combined with potential sand veil will help alot. Give it a Suika with sand stream as a partner if you can.

As for moves it gets tailwind at 44, which lets it fix its attack and speed and try to sweep which could work very well if you can get it in on something it can tank. I'm not seeing much else though.

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Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 21, 2015, 10:20:04 AM »
It's nice to see people throwing around ideas, but I think we need to sort out how to code it first so we can design around platform limitations.

If we ROMhack our options are limited in what we are able to code into the ROM, which will make alot of mechanic changes very difficult (such as large changes to crit mechanics or how major battles work) however we will have a complete starting base to work off of.

Alternatively we could look to RPG maker and remove these limitations, major changes are much easier and more user friendly to implement and we can easily back-port later gen mechanics from pokemon essentials similar to how gaiden does. Using RPG maker can also allow for creative solutions to design problems such as have a crit toggle in the options menu to resolve RNG debates. The main downsides with this method is we don't have a map or campaign to work with as a base, which is more work for us and that anyone working on it except the art and design team(?) needs a copy of the program from somewhere.

The last option would be to code from scratch, though this is even more work then RPG maker for the sole purpose of avoiding it. Unless people really want this it's not recommended.

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Fan-made hacks / Re: Unnamed 1.8 Hack
« on: April 05, 2015, 05:51:31 PM »
There are a number of reasons Remilia and Flandre do not appear until late in the game. I wanted most areas in the game to offer something new to catch; if everyone is available in earlygame then wilds stop being interesting. I also didn't want every puppet to be equally common; it's more interesting to me to have some designated "exotic" puppets that you see less often than others, along with common puppets such as Nazrin appearing in redundant locations. Puppets coveted for their high stats and utility, such as Remilia, Flandre, and Kaguya, fit the exotic role like a glove and go in late-game so other puppets have some time to shine.

I see, I guess we just have different priorities and playstyles (once I get a team I like I stop caring about wilds anyway, but early game I catch everything I can and use things I like as a core of the team before picking out specific puppets to round it off). Still being at cinnabar and still not knowing when my strength-using Sukuna is due is awkward.

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Fan-made hacks / Re: Touhoumon Unnamed (1.8)
« on: April 05, 2015, 01:21:12 PM »
Quick question, Where's CShinmyoumaru? I've been looking all over for the thing so my team has a dark check and a strength user and haven't even seen it once.

Also may I recommended adding some more choices to the early game? While your hack does make sure most things are represented at some point as far as I can tell I noticed alot of mons were very late in the game such as the scarlet sisters (Cinnabar Mansion) and it would be great if they were available earlier when they could contribute more to the game.

If you are more efficient with early-mid game mon locations you could easily find spaces for these extra mons. For example we could make room for the scarlet sisters at rock tunnel by replacing the CRumia there with one (as it appears at Mt.Moon) and moving Yamanae to diglett tunnel(replacing CNazrin, we see that all over the early game already, if you want a higher level nazrin available replace an aki sister on route 11 with one as we see them on cerulean cape).

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