View Full Version : Limitation Strategies
Echo Nomad
09-25-2005, 02:03 AM
This topic is dedicated to different strategies to over come the games limitations and to expand possibilities.
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1- Create new buildings! You can actually "meld" buildings together (In the town layout) by laying on on top of another, thus creating new outside configurations and hybrids.
Chuck
09-25-2005, 02:15 AM
I noticed that earlier today when I tried to put a mansion into Duske and there was nowhere that it fit. A couple other houses ended up sticking into it.
DarkMajin
09-25-2005, 02:30 AM
Hmm...well, I also noticed that you can't really place a character very near to a mansion...like say if you wanted a guard guy to stand by its door, or even its porch. Least that's what happened to me.
Valkysas
09-25-2005, 02:36 AM
its to make sure you dont have people intersecting buildings and getting stuck.
Rodak
09-25-2005, 06:18 AM
Hmm...well, I also noticed that you can't really place a character very near to a mansion...like say if you wanted a guard guy to stand by its door, or even its porch. Least that's what happened to me.
Try placing the building and person on the map and then moving the building closer to the person.
That worked for me.
I have not tried moving the person closer to the building after placement... but I think backwards.
Hope that helps.
Peace.
Echo Nomad
09-25-2005, 02:25 PM
Characters access all weapons
Ok, it's old news by know but deserves to be here:
- Characters can be assigned any weapon (maybe almost)
- You can switch between any original and newly assigned weapons as well as buy them from a weapons shop.
Simply change your characters class to the class that allows desired type of weapon. Modify each weapon that you want to be assigned to that character. Then switch your characters class back to the desired battle model\class .
Modifying the "Brave Heart" data, I was able to give my adventure the "Thunder Axe" to equip which was in my starting items. Afterwards for the next battle I then switched to a different axe that I bought in a weapons shop. For the 3rd battle I switched to an adventurers sword I bought at the weapons shop
NikisKnight
09-25-2005, 07:51 PM
How to have a main character appear in more than one place--simple answer, but I didn't think of it for a while. See, when you set down a character, they are there, in that town or house or dungeon ONLY. what if you want them to be picked up later? Make a second character with the same name, model and picture. Put them down in the second spot where you want, viola.
If you want it to be a joinable character, just make sure you add the same char each time, not the copy.
Omnislash024
09-25-2005, 07:56 PM
UHm actually... just make the character and then select the option to move him around into the position.
Echo Nomad
10-17-2005, 04:11 PM
As for a tiny tip I've noticed that the staff weapon catagory can also be used as a mace catagory.
Echo Nomad
11-16-2005, 04:21 AM
Suburbs
Ok, this probably isn't anything new to the vets, but it something I just came across and hopefully this bit of info will help someone who doesn't know.
You can significantly increase the area of your cities in the town editor by choosing to replace the airship pad with open land. Tonight I was experimenting with this and was surprised to find 3 large areas in which to place more buildings outside the city wall, basically creating suburbs.
bjohnson250
11-17-2005, 12:52 AM
Multiple NPC's
Here's something that might be useful that was posted by Sol Emblem at GameFaq, and that was being able to reuse a character at different area's by using modes. I haven't had a chance to try this out but it could really help populate our towns without using up much of the character limit.
As for a tiny tip I've noticed that the staff weapon catagory can also be used as a mace catagory.
could you set up a link to this board please.
Aminveloscasin
11-17-2005, 12:13 PM
A hundred to one says the guy thought he could "reuse" the characters at different places when he really couldn't.
Echo Nomad
11-19-2005, 03:28 AM
A hundred to one says the guy thought he could "reuse" the characters at different places when he really couldn't.
Give that man a 100 dollar bill. Unfortunatly the original post has been absorbed back into the GameFaqs boards. I nor anyone else could back up and repeat this idea. If it hasn't been taken down already I'll take that"tip" off.
JRawkSteady
11-19-2005, 06:39 PM
I thought of something that might possibly work... Shoot this down if it sounds too far out there.
Can't you warp NPCs to different towns by using shared variables and modes?
Example:
There are two towns:
Lantre and Resin
Let's say your starting point is in Lantre... Create a shared variable at the entrance to = 1.
Then place an invisible event when you walk into Resin that raises the variable to 2. Then set a condition for each NPC to warp to Resin when Var. = 2. Finally in the next mode, create their new message.
Then every time you enter each town, the same NPCs would show up...and as long as you don't name them, no one will be the wiser!
If you add 1 to every town you go to, you could get around that nasty character limitation... what do you think? I haven't gotten far enough in creation to try it yet, but I think it sounds like a good plan.
Anyone?
Aminveloscasin
11-19-2005, 09:02 PM
Can't you warp NPC's to different towns?
The answer is no
You can only warp your party to a different town, and when you choose leave party for a party member that party member goes to the position u initially began them with.
Trust me the multiple NPC situation has been thoroughly investigated.
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