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Topics - AngelG No. 55

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Today I got really peeved at something else and unfortunately my ongoing game of Touhoumon Tweaked ended up being on the receiving end of my discontent.

Look at all these bad IVs and natures.


Lucky I decided to turn her into ALilyBlack and go physical, else she'd be on the same pile as everyone else on the aforementioned boat!!! However, she wouldn't be here if I didn't go after her with the intention of turning her into a Speed Boost sweeper under the mistaken info that ALB gets Speed Boost. Another letdown, of course!!!!!

There are ten E grades for seven puppets. This is disgusting and I decided I would not be shat on like this anymore. I then vowed to use encounters from cheat codes from now on and make all my next captures 31/31/31/31/31/31. Of course, this is completely experience-destroying but I'm far too depressed to care about that anymore; I just want something to go right and beat the snot out of something while I'm at it...

Inspired by my team of fail and suck, I ask all of you this question. Tweaked is far from impossible even with this team, but I can't help but feel dissatisfied with the bad RNG rolld.

Touhou Puppet Dance Performance / Status effects and weathers
« on: August 30, 2015, 12:48:27 AM »
What are their effects on puppets and their moves, disconsidering abilities that change that?

Creative Conundrum / I want to make something in VX Ace.
« on: August 26, 2015, 11:05:25 PM »
Where do I begin?

There is maybe one premade set of scripts for Pokemon mechanics that I could find, but it seems to be a whole lot of scripts jumbled together and thus is a nightmare to follow.

On the side I'm also learning RGSS3 so that I can better understand the coding underneath the games made with that program... but it looks awful hard to build a battle system from scratch and resort to modifying it entirely by scripts.

Please, don't point me to reading up on the basics like events and such; I'm not interested yet in making something FF-like with the engine's built-in functions for battles, equipment and such.

The game was really, really harsh since the first stop at the Human Village.

Team 9 is a difficulty crescendo, with piling casualties, but even Rumia eventually fell. Unfortunately, come route 5, I wipe on Reimu.

This prompted me to overgrind like a complete madman - underleveled wilds notwithstanding - motivated by fear of finding another sticking point (or worse, Remilia). This grinding could only be described as obsessive - I didn't rule out having six Lv. 100s for the endgame.


I'm not kidding; this is my team before I've set foot on even Route 4, which is on the way to the Bamboo Forest and Eientei.

I had a 10 level advantage on the Myouren Temple trainers. And I still didn't feel satisfied or even comfortable.

This game was somehow bad enough for me to engage in sabotaging my enjoyment of it... and now I've dug myself into a hole. If I switch party members freely, I fall directly into "underleveled" territory and I start to suffer again. If I don't, I'll arrive at the endgame with outclassed and underpowered puppets.

TPDP frustrated me so much I nearly took out my anger on Touhoumon Unnamed by cheating to break it into a million pieces (namely, instant Lv. 100s and frozen enemy puppets for the ultimate roflstomp).

Creative Conundrum / TPDP to 1.8
« on: July 26, 2015, 04:22:57 PM »
I'm wondering if it would be viable/interesting to attempt a "backport" of TPDP to 1.8.

Like, port over the map layout, level curve and species distribution, while making adaptations for the 1.8 differences. For example, item shops sell evolution shards, post-III items don't get to appear, and TPDP exclusive forms get replaced with things that do exist in 1.8. Perhaps we could even add in the currently Shoddy-only forms.

Puppet redistribution could be a problem, though, since the above approach really affects the PC-98 puppets - all of them save for Kazami lack forms outside of the level-up evolution in 1.8. Furthermore, 1.8 has more exclusive species (not forms) than TPDP - the former has things like Genji, Shanghai/Hourai, Goliath and most of the Chrome Shard forms, but the latter has... Kosuzu. That's it.

Optionally, it could even come with a rebalance patch that actually tinkers with the above to make for an experience better suited to the 1.8 mechanics, and to fix oddities in the level curve like Remilia.

I lack the skill to actually hack ROMs; this is just an idle idea I felt I could brainstorm.

ROM Hacks + General Discussion / Kedama and egg moves
« on: June 26, 2015, 03:24:19 AM »
Unlike the original owner of its unique egg group, Kedama has a moveset that's more than just Transform, but can it pass down moves if it is the "father"?

For example, will a female Yang CKeine breeding with a level 28+ Kedama that knows Double-Edge produce a second CKeine that knows that move?

I'm playing a draft version of Touhoumon Purple, scored by average team levels - giving an AKeine Double-Edge, Head Smash and Rock Head will do me wonders, especially if it's as early as it is possible in this game. Head Smash is an endgame move either way, but being able to use Kedama to breed Double-Edge into a Keine will save me plenty of work; without it I'd have to raise a Chen myself to level 52 or capture a Ran from the Sky Pillar at that same level, both options coming in considerably later in the game.

ROM Hacks + General Discussion / Translated/ported official games?
« on: June 03, 2015, 06:40:10 PM »
Has anyone done any direct ports/translations of the official 1.5/1.8 Touhoumon games?

I'm only really aware of the English games - the Aichiya games, Blue, Aqua+Yui, Insane, Ordinary, plus all the many ROM hacks and games developed by people from our forum; in special, Purple and Unnamed.

Creative Conundrum / 1.8 hack "request"
« on: May 25, 2015, 08:48:28 PM »
I don't know how to call this. I don't have the skill to make a hack myself, yet I'm not exactly requesting one be made, but I wish there was some kind of "casual" 1.8 hack, made in the image of Touhoumon Blue.

You see, the way I see them, the current popular hacks are:
  • PPE - Poor balance at spots (Kanto), but pretty manageable overall.
  • Purple - Difficult. Planning and playing smart is important here.
  • Unnamed - Very difficult. Advanced strategic knowledge is recommended before tackling it.
Is all there is to the easier hacks dumber opponents, weaker trainer puppets and dumber AI? I also wonder if it would be possible to integrate powerful puppets into the game's progression.

For example, in wilds three badges in, CAyas are common, you're given a Speed shard and you can find a Chrome in a hard-to-miss spot. Boom, two banlisted puppets right there.

ROM Hacks + General Discussion / Is every single hack like this?
« on: May 08, 2015, 01:51:11 PM »
While playing Touhoumon Unnamed:
After Brock

Mt. Moon after surface trainers

Mt. Moon fossil room

After Super Nerd

Party levels are low compared to its enemies and losses are a regularity because of my playstyle, which entails catching, experimenting and having the most varied party possible at every point of the game. Yet what these games seem to be balanced for is a gradually expanding party. Is every Poke/Touhoumon game like this? It sucks to see an experience be not as enjoyable as it could be entirely because of the way I play the game.
Pre-Cerulean wilds

My playstyle really does not mesh with this game.

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