Edit history:
ZenicReverie: 2011-06-21 12:24:19 am
ZenicReverie: 2010-09-07 12:15:56 am
ZenicReverie: 2010-08-26 03:46:06 pm
ZenicReverie: 2010-08-07 08:32:18 pm
Waiting hurts my soul...
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Videos
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I thought adding some videos of the game might drum up interest, let's see if it works. Once I start recording myself I'll post a select few more movies to whet appetites.
Game intro of first level, not player controlled, but it's scripted movement using the engine, so this is practically what the game looks like:
Also, the intro music/cut scene to the main menu, just because I like it so much, short, sweet, and melodic:
WIP videos, if you'd like to request a stage, feel free to PM me or post I'm up to (5-2):
These two are the probably the worst segments in terms of quality, so I'll be replacing them (actually 1-1 thru 1-5) once I reach the end of the current run.
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Videos
---------------
I thought adding some videos of the game might drum up interest, let's see if it works. Once I start recording myself I'll post a select few more movies to whet appetites.
Game intro of first level, not player controlled, but it's scripted movement using the engine, so this is practically what the game looks like:
Also, the intro music/cut scene to the main menu, just because I like it so much, short, sweet, and melodic:
WIP videos, if you'd like to request a stage, feel free to PM me or post I'm up to (5-2):
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
[flash=425,340]
These two are the probably the worst segments in terms of quality, so I'll be replacing them (actually 1-1 thru 1-5) once I reach the end of the current run.
[flash=425,340]
[flash=425,340]
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Strategies for chapter 1.
***Stage 1***
Nothing really exciting here. I position Ash and Clint to kill Zoot on turn 2, and move Diego out of the way so no enemies can reach him.
Stage completed on turn 2 player.
***Stage 2***
This is long only because I need to move everyone across the map. Killing off my guys here doesn't help that happen any quicker. Highlights are Diego killing off all the airmen in one round of counter attacks.
Stage completed on turn 9 player.
***Stage 3***
Clint needs to get to level 7 by the end of this stage, which is easily done near the end of the battle. Getting the fire gem doesn't take too much more time. It'll be used in the next chapter to finish some dogs off quickly.
Stage completed on turn 10 enemy.
***Stage 4 - Rhine Bridge***
This is a quick stage as I rip through the bandits. Clint needed to be level 7 to deal enough damage to the archer in order to kill it. I'd rather not have the bats poison Diego, Ash, or Kira, but it doesn't hurt too much if only one of them gets poisoned.
Ash should easily be able to get to level 8, but it's something to keep in mind.
Stage completed on turn 4 player.
***Stage 5***
With Ash at level 8, he has Ice Storm, which helps to make short work of the Death Ant without much retalition. After the battle, I buy Grog a better sword and get a Fire Gem for the last stage of chapter 2. (I need two Fire Gems, this one and one Clint picked up previously)
Stage completed on turn 2 player.
***Stage 6***
I used a different strategy here and moved everyone to one side, which keeps the far side from doing anything until it's too late. I would have liked Kira to be level 10 by the end of this, but it doesn't seem possible without drawing out the battle.
Stage completed on turn 4 player.
Strategies for chapter 1.
***Stage 1***
Nothing really exciting here. I position Ash and Clint to kill Zoot on turn 2, and move Diego out of the way so no enemies can reach him.
Stage completed on turn 2 player.
***Stage 2***
This is long only because I need to move everyone across the map. Killing off my guys here doesn't help that happen any quicker. Highlights are Diego killing off all the airmen in one round of counter attacks.
Stage completed on turn 9 player.
***Stage 3***
Clint needs to get to level 7 by the end of this stage, which is easily done near the end of the battle. Getting the fire gem doesn't take too much more time. It'll be used in the next chapter to finish some dogs off quickly.
Stage completed on turn 10 enemy.
***Stage 4 - Rhine Bridge***
This is a quick stage as I rip through the bandits. Clint needed to be level 7 to deal enough damage to the archer in order to kill it. I'd rather not have the bats poison Diego, Ash, or Kira, but it doesn't hurt too much if only one of them gets poisoned.
Ash should easily be able to get to level 8, but it's something to keep in mind.
Stage completed on turn 4 player.
***Stage 5***
With Ash at level 8, he has Ice Storm, which helps to make short work of the Death Ant without much retalition. After the battle, I buy Grog a better sword and get a Fire Gem for the last stage of chapter 2. (I need two Fire Gems, this one and one Clint picked up previously)
Stage completed on turn 2 player.
***Stage 6***
I used a different strategy here and moved everyone to one side, which keeps the far side from doing anything until it's too late. I would have liked Kira to be level 10 by the end of this, but it doesn't seem possible without drawing out the battle.
Stage completed on turn 4 player.
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***Stage 1***
I need to avoid the villagers instead of slaughtering them and make a push through the level since killing all of them will result in losing the stage.
Kira and Ash need to be level 10 by the end, which shouldn't slow anything down, but it's something to keep in mind.
Stage completed on turn 10 player.
***Stage 2***
I'd like to get everyone up to level 10 by the end of this, since not doing so will make them less effective later on. Getting everyone to level 10 and getting the class advancement increases their movement range and damage potential. I accomplish this by using items.
I need to send someone off to get the moodring in the chest. This will come in very handy in the next stage.
Stage completed on turn 6 enemy.
***Stage 3***
With the mood ring I'm able to take out one group of enemies turn 1.
Stage completed on turn 3 player.
***Stage 4***
This went really well. I split the level in the middle with an in-battle save, which makes luck manipulation not suck. I still pick up a moodring in this level that I have yet to find a use for, so that could be a mistake since I have to take the time to move it from my inventory. I may just sell it for some extra cash, so hopefully it comes in handy that way and I actually need the money. Only Ash and Sara survive this battle.
Stage completed on turn 8 player.
***Stage 5***
Found a better strategy. Not really risky in any way, but it looks it. I thought I could use the mood ring+eleni to kill the golems, but it's totally unnecessary. In fact, beyond healing Ash once, Sara is left in the sidelines along with eleni or diego. I may use eleni for some extra experience since she needs to be level 14 next time I use her, and she's level 12 now. But actually, she needs to be level 14 after killing 1 guy, so it should be fine either way. I don't worry about leveling Kira since she comes back later at level 21 no matter what.
Stage completed on turn 4 player.
***Stage 6***
The only way to complete this on turn 4 I've found is to have 2 fire gems.
Stage completed on turn 4 player.
***Stage 1***
I need to avoid the villagers instead of slaughtering them and make a push through the level since killing all of them will result in losing the stage.
Kira and Ash need to be level 10 by the end, which shouldn't slow anything down, but it's something to keep in mind.
Stage completed on turn 10 player.
***Stage 2***
I'd like to get everyone up to level 10 by the end of this, since not doing so will make them less effective later on. Getting everyone to level 10 and getting the class advancement increases their movement range and damage potential. I accomplish this by using items.
I need to send someone off to get the moodring in the chest. This will come in very handy in the next stage.
Stage completed on turn 6 enemy.
***Stage 3***
With the mood ring I'm able to take out one group of enemies turn 1.
Stage completed on turn 3 player.
***Stage 4***
This went really well. I split the level in the middle with an in-battle save, which makes luck manipulation not suck. I still pick up a moodring in this level that I have yet to find a use for, so that could be a mistake since I have to take the time to move it from my inventory. I may just sell it for some extra cash, so hopefully it comes in handy that way and I actually need the money. Only Ash and Sara survive this battle.
Stage completed on turn 8 player.
***Stage 5***
Found a better strategy. Not really risky in any way, but it looks it. I thought I could use the mood ring+eleni to kill the golems, but it's totally unnecessary. In fact, beyond healing Ash once, Sara is left in the sidelines along with eleni or diego. I may use eleni for some extra experience since she needs to be level 14 next time I use her, and she's level 12 now. But actually, she needs to be level 14 after killing 1 guy, so it should be fine either way. I don't worry about leveling Kira since she comes back later at level 21 no matter what.
Stage completed on turn 4 player.
***Stage 6***
The only way to complete this on turn 4 I've found is to have 2 fire gems.
Stage completed on turn 4 player.
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***Stage 1***
I don't know why this was turn 2 enemy, but I found the perfect placement so that the enemy gets slaughtered in counter attacks.
Stage completed on turn 1 enemy.
***Stage 2***
I cast phase shift twice, since Zohar needs the extra experience points.
Stage completed on turn 5 enemy.
***Stage 3***
Clive NPC is actually useful if I can position him just so by manipulating his AI, he delivers the finishing blow to end the stage. I grab the Unicorn with Sara and use it here; she also uses a mage oil, allowing Zohar to cast phase shift 3 times. Dolan is sacrificed, but gains a couple of levels in the process. A very close stage for Ash.
Stage completed on turn 3 enemy.
***Stage 4***
I found a way to manipulate the mage and priest into coming towards my guys, so now I kill them a turn early.
Stage completed on turn 3 player.
***Stage 5***
I have a very quick strategy here now as long as I'm able to get Zohar to level 18 by this time. It involves Zohar Phase Shifting three times and Ash assisting with some kills. It's funny because I start the Ambush on the turn Ash says "Just a little bit closer."
Stage completed on turn 7 player.
***Stage 6***
Eleni gets to level 14 and casts Phase Shift twice, killing many guards. See next round for a repeat of this.
Stage completed on turn 6 player.
***Stage 7***
So, I figured out that Dumas comes down after you kill off a certain number of the other enemies, so I do my best to meet that number. I don't have to drop the gate though since Amon and Clint wouldn't be of much use against Dumas, and I really don't care about the key. I was having Dolan take point, but the majority of the time he gained too much Atk and my strategy didn't work, so I use Ash, which is actually faster.
Stage completed on turn 6 player.
***Stage 1***
I don't know why this was turn 2 enemy, but I found the perfect placement so that the enemy gets slaughtered in counter attacks.
Stage completed on turn 1 enemy.
***Stage 2***
I cast phase shift twice, since Zohar needs the extra experience points.
Stage completed on turn 5 enemy.
***Stage 3***
Clive NPC is actually useful if I can position him just so by manipulating his AI, he delivers the finishing blow to end the stage. I grab the Unicorn with Sara and use it here; she also uses a mage oil, allowing Zohar to cast phase shift 3 times. Dolan is sacrificed, but gains a couple of levels in the process. A very close stage for Ash.
Stage completed on turn 3 enemy.
***Stage 4***
I found a way to manipulate the mage and priest into coming towards my guys, so now I kill them a turn early.
Stage completed on turn 3 player.
***Stage 5***
I have a very quick strategy here now as long as I'm able to get Zohar to level 18 by this time. It involves Zohar Phase Shifting three times and Ash assisting with some kills. It's funny because I start the Ambush on the turn Ash says "Just a little bit closer."
Stage completed on turn 7 player.
***Stage 6***
Eleni gets to level 14 and casts Phase Shift twice, killing many guards. See next round for a repeat of this.
Stage completed on turn 6 player.
***Stage 7***
So, I figured out that Dumas comes down after you kill off a certain number of the other enemies, so I do my best to meet that number. I don't have to drop the gate though since Amon and Clint wouldn't be of much use against Dumas, and I really don't care about the key. I was having Dolan take point, but the majority of the time he gained too much Atk and my strategy didn't work, so I use Ash, which is actually faster.
Stage completed on turn 6 player.
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Things I must remember before going on... advance Darius, exchange items, sell items, and equip people. Probably going to be its own segment
***Stage 1***
It's a game of how fast can I kill off everyone except Ash. Answer? 3 turns.
Stage completed on turn 3 player.
***Stage 2***
Amon picks up the Aura Gem so I don't have to transfer it later, this'll be used in stage 4-5. Completed a turn earlier and 12 minutes faster than the test run. I hope I can make that much savings on the rest of the stages.
Stage completed on turn 7 player.
***Stage 3***
I have a good strategy for this now that makes the archers not so annoying, and it's a turn earlier than my other strategies. I'm finding that I bought enough mage gems... probably too many as the armors each have one still.
Stage completed on turn 3 player.
***Stage 4***
I push Eleni and Zohar throughout the entire mission, sadly I'm underleveled compared to the test run, so this might be a little slower and 3 turns longer because no one else can keep up with the mages and still be useful. I don't even bother moving Clint, Grog, or Dolan and let them fall off with the first car. Once I get Darius up to 20 I let him fall off the second car as well.Diego barely makes 20, and Amon might die unless I can find a good way to avoid that. Diego doesn't make it to 20, but in exchange I get to save Amon from death, making getting Sara up to 20 easier. I also let Diego fall off for being dead weight.
Stage completed on turn 8 player. (This used to be turn 5, but that's only possible if everyone except the armors got up to 20 class transfer before this)
***Stage 5***
Save Kira fast.This becomes a big pain if I don't have a skylord with an aura gem, which I will have, so this is a fairly straight-forward level. The enemies on this level didn't seem to want to cooperate, but I eventually got through with Amon using the Aura Gem and the mages taking out the rest of the targets.
Stage completed on turn 4 player.
Things I must remember before going on... advance Darius, exchange items, sell items, and equip people. Probably going to be its own segment
***Stage 1***
It's a game of how fast can I kill off everyone except Ash. Answer? 3 turns.
Stage completed on turn 3 player.
***Stage 2***
Amon picks up the Aura Gem so I don't have to transfer it later, this'll be used in stage 4-5. Completed a turn earlier and 12 minutes faster than the test run. I hope I can make that much savings on the rest of the stages.
Stage completed on turn 7 player.
***Stage 3***
I have a good strategy for this now that makes the archers not so annoying, and it's a turn earlier than my other strategies. I'm finding that I bought enough mage gems... probably too many as the armors each have one still.
Stage completed on turn 3 player.
***Stage 4***
I push Eleni and Zohar throughout the entire mission, sadly I'm underleveled compared to the test run, so this might be a little slower and 3 turns longer because no one else can keep up with the mages and still be useful. I don't even bother moving Clint, Grog, or Dolan and let them fall off with the first car. Once I get Darius up to 20 I let him fall off the second car as well.
Stage completed on turn 8 player. (This used to be turn 5, but that's only possible if everyone except the armors got up to 20 class transfer before this)
***Stage 5***
Save Kira fast.
Stage completed on turn 4 player.
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***Stage 1***
I hate this stage because you can't charge through it.Too many mages and archers make it very hard to not lose one or two guys. (I'll probably just sacrifice guys for a better position. Something to note is that I should get the armors and clint to 20 by the end of this level) After running this stage I actually hate it because the mage AI is wacky. No matter if I do exactly the same movements they can choose different targets and different spells each attempt. The only choices that work for my strategy only happen 1 in 6 it seems, but that's not a straight 1 in 6, that's just the number of options the first turn can play out. With the first turn out of the way though I'm pretty much home free. There's a strange quirk in the AI as well, which you'll see when viewing this level.
Stage completed on turn 4 player.
I need to remember to advance Kira and buy equipment for her; otherwise she can't take out the boss. Also, I should advance Clint and the armors since I'm already advancing people.
***Stage 2***
This is as fast as I've found to do this.I charge with four or five guys and move one airman left and the other right. The one on the right takes the fire and the left takes out the Boss. I actually only charge with Kira and Eleni. Amon takes some fire and doesn't die with the benefits of the water bonus, although being at an even lower elevation might negate it that advantage. Sara, Zohar, and Darius take out the 5 enemies behind me. Clint also moves off to the left of the bridge to take an attack from an airman.
Stage completed on turn 3 player.
***Stage 3***
Another quick stage. Turn 1, position, turn 2 launch full assault, turn 3 clean up.
Stage completed on turn 3 player.
***Stage 4***
Charge the dragon!By this stage my mages should now have Salamander...
I need to make sure I get a wyrmfang for defeating the boss. For some reason this didn't happen once before. It could have been due to not killing a certain number of enemies, but I really don't know and every source I've read says the item is a given. So I made several attempts and not one resulted in not getting the wyrmfang, so I'm not sure how I didn't get it before. I get my mages to 25 in this stage, but there really isn't an excuse to use Salamander here.
Stage completed on turn 3 player.
***Stage 5***
The boss takes 4 good attacks to die, so I charge with everyone and take Sabina out with 2 archers, 1 airmen, and 1 monk. I group the fresh troops together so that they take heavy damage from the two Salamanders that also take out Sabina's line of Armors, and I'm able to finish off the same turn they show up. This strategy allows me to lure Sabina out and take her down a turn earlier.
Stage completed on turn 5 player.
***Stage 6***
Leena moves at the end of the enemy turns, and only if she has a clear path to where she wants to move. She'll avoid enemies as much as possible. So, it's all a matter of killing the enemy as fast as possible without blocking Leena's next move. Picking up a wyrmfang from the chest gives the quickest strategy for the last level.
Stage completed on turn 9 enemy.
***Stage 1***
I hate this stage because you can't charge through it.
Stage completed on turn 4 player.
I need to remember to advance Kira and buy equipment for her; otherwise she can't take out the boss. Also, I should advance Clint and the armors since I'm already advancing people.
***Stage 2***
This is as fast as I've found to do this.
Stage completed on turn 3 player.
***Stage 3***
Another quick stage. Turn 1, position, turn 2 launch full assault, turn 3 clean up.
Stage completed on turn 3 player.
***Stage 4***
Charge the dragon!
Stage completed on turn 3 player.
***Stage 5***
The boss takes 4 good attacks to die, so I charge with everyone and take Sabina out with 2 archers, 1 airmen, and 1 monk. I group the fresh troops together so that they take heavy damage from the two Salamanders that also take out Sabina's line of Armors, and I'm able to finish off the same turn they show up. This strategy allows me to lure Sabina out and take her down a turn earlier.
Stage completed on turn 5 player.
***Stage 6***
Leena moves at the end of the enemy turns, and only if she has a clear path to where she wants to move. She'll avoid enemies as much as possible. So, it's all a matter of killing the enemy as fast as possible without blocking Leena's next move. Picking up a wyrmfang from the chest gives the quickest strategy for the last level.
Stage completed on turn 9 enemy.
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***Stage 1***
This stage is made possible without healers by the item H2O Water, I need to buy two of them (this is most likely not the quickest strategy, I'll be exploring others, and most likely letting many guys die off here). Kane doesn't come down from his perch until you're close enough (I actually noticed in a video that he came down without being too close, so maybe I just have to wait him out -- needs testing), so it's another race towards the enemy.
Stage completed on turn 9 player.
***Stage 2***
Pretty simple stage, just move forward to wipe the enemies out, nothing too difficult. It feels like a filler stage to get a little more story into the plot.
Stage completed on turn 3 player.
***Stage 3***
My guys start to drop due to the heavy magic use, but I get enough damage through to take out the boss when I reach him.
Stage completed on turn 3 player.
***Stage 4***
My last run here ended on turn 4,so I may have been a little slower than usual. I may have focused my damage differently or possibly due to having Clint as an Armor. It was actually the fact I only got 1 wyrmfang instead of two, I somehow missed getting the wyrm fang from the salamander.
Stage completed on turn 3 player.
***Stage 1***
This stage is made possible without healers by the item H2O Water, I need to buy two of them (this is most likely not the quickest strategy, I'll be exploring others, and most likely letting many guys die off here). Kane doesn't come down from his perch until you're close enough (I actually noticed in a video that he came down without being too close, so maybe I just have to wait him out -- needs testing), so it's another race towards the enemy.
Stage completed on turn 9 player.
***Stage 2***
Pretty simple stage, just move forward to wipe the enemies out, nothing too difficult. It feels like a filler stage to get a little more story into the plot.
Stage completed on turn 3 player.
***Stage 3***
My guys start to drop due to the heavy magic use, but I get enough damage through to take out the boss when I reach him.
Stage completed on turn 3 player.
***Stage 4***
My last run here ended on turn 4,
Stage completed on turn 3 player.
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