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Ironmind

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  1. With the shiny charm the probability of a shiny is like 1/35, so there's that.
  2. You do you, I'll do me, And we won't do each other. Probably. In all seriousness though, please do take as much time for yourself as you need. You ask for so little from the community and you've given us so much that it would be a damned sin to ask you for anything more.
  3. Having only listened to the original before White Lapis, it caught me super off guard. It sounded a bit too slow, and... Minor might be the word I'm looking for. I felt a really heavy pensiveness with the first 10 or so seconds. The heavy bass notes definitely brought it down (Er, up). Reminds me in certain spots of a certain castle with a rat's tail from FF1. Listening to it the second time through is definitely a more calming experience, but does anybody else hear like a weird peaking with the strong bass notes about halfway through and into the end?
  4. I actually really enjoyed the fact that people started to drop like flies. No matter how many times you the PC beat down Meteor Agents, they just rest their pokemon up and just keep at it. The main method of dealing with bad guys in the pokemon world just doesn't work with Meteor. They're too dogmatic and persistent and by god they JUST. WILL. NOT. STOP. until they get their way. So you have to up the stakes to get them to stop otherwise you will die still fighting these guys. Throw on top the fact that they have absolutely no problem murdering people and pokemon to get their way and you have an organization that no jury in the world wouldn't hang. The "no different than them" argument doesn't sit well with me at all. Team Meteor literally murders innocents and is actively trying to cause apocalyptic events daily. Titania is essentially a government official and these people are literally terrorists. Do you think police shooting and killing a spree shooter makes them no better than them? What about if there were people with guns on the sidelines giving the shooter ammunition and occasionally "helping out"? The way I felt about it is that Titania was doing what I wish the PC had the option to do; Effectively dealing with a threat.
  5. I totally beefed it at Florinia. I had a solid strategy, but I failed to account for a few variables (Like my Woobat growing to level 26 and subsequently ignoring me)and got wiped out. So, I restarted from my last save and I'm just going to run this as a regular psychic mono-type from here on out. Jesus, that'll teach me to play pokemon when I'm running on a consistent lack of sleep.
  6. Just cause Ame seems mean doesn't mean she is. The doors leading to sleeping legendary pokemon isn't that far fetched at all. I bet we're going to have to fight them at stupid high levels (possibly even beyond Lvl. 100) and then we get them after the fight at like level 10.
  7. An RPG Maker trick I learned a long time ago to make maps seem integrated and seamless was thus: 1. Create a large map with all the interconnected parts put together (The city as it is now) 2. Keeping the original, break up the parts of the maps into manageable chunks and give them their own map ID's 3. From the original map, identify how much of the surrounding area that a player should be able to see from any given part of a specific sub-area and add that much plus 1 tile (Including any events) to the edge of each sub-map Doing this keeps the feeling of size for the city, but should only add a little bit of loading time while almost completely eradicating lag.
  8. I have not decided yet whether or not to count the the super-battles. I didn't make it through any of them in my main play-through save for the Arceus battle. Even Pulse Abra took me a few tries. I'm sure I'll get a better gauge for how likely I am to succeed in those battles as I get closer to them. With that being said, progress report! The double battles with Fern had a few terse moments, especially against Aster and Eclipse, but I managed. Not too long after that nonsense was over, I challenged Jula's gym and found myself nearly waylaid by sonicbooms right from the start. More than a little bit of luck was needed here and I'm thankful the AI decided not to spam sonicbooms indefinitely given that LITERALLY every member of my party had 40 max health at the time. A little bit of grinding later and I challenged Julia. Pyrolix Cerene Tyil Lvl. 16 Lvl. 18 Lvl. 15 Relaxed Jolly Hardy Tail Whip Growl Odor Sleuth Scratch Double Team Assurance Ember Confusion Gust Flame Wheel Teleport Confusion I actually led with Cerene and spammed double-team. Two turns in her Helioptile used glare/gaze/whatever and paralyzed me. Luckily I managed to avoid being hit for the next two turns where I was immobilized, and spammed two more double-teams after that. I used a potion and then a paralyze heal, then proceeded to max double team. After that it was mostly a straight forward hammering from relative safety. Had to use one super potion while fighting her Blitzle and finished the battle with 4 HP. Double team sweep seems a little mean, but you do what you have to do.
  9. The Ralts from the corrupted pokeball is technically met at Critical Capture which is in the Obsidia ward. Where you find the item isn't where I count it, but where the actual encounter is. I didn't realize Espurr could be found elsewhere though, so the point is moot now; but the reason I was concerned about choosing is that I am not going to use the daycare, which means no eggs, but a Gallade would be nice to have for Luna.
  10. So that's why all the other Mono-type runs generally have a text write-up over images. Good to know. I prefer to have images, but it's not a big deal to go on without them. And yeah, I was looking and it seems like it's either an Unknown or a Chingling for me. Here's the real question though... Do I catch an Espurr or do I wait to revive the Episode 12 Ralts from the corrupt pokeball?
  11. The point is that Cotton Candy is expensive and will add a serious in-game cost. The reason it has to be in view of a healing spot is to further limit the when and where, thus adding some more difficulty. I did restart to get those IV's, but I'm not going to restart to get a good nature + abilities because they'll add to the experience in the beginning and can be changed in the late game at a moments' notice. It's a choice to make it a little more difficult. Then you're a better man than I, Gunga Din. I honestly don't have enough faith in myself to do a completely serious Nuzlocke/Monotype run of Reborn without failing hard and failing early. With all that said then, it's time to report on last night's progress!
  12. Inspired by the Poison monotype run-through by Ykcir, I am going to attempt to do a playthrough of Pokemon Reborn, episode 12, with some modified Nuzlocke rules and additional mono-type challenge restrictions. Now, for the sake of transparency and avoiding arguments about how I'm not doing it right, here are the rules I will be playing by (Neatly arranged in the order of how angry they will make people!): 1. ONLY Psychic pokemon or pokemon that evolve into Psychic types are allowed to be caught and only ONE Psychic type can be acquired per area Official areas as per the EV Training Guide: 2. As such, non-psychic type pokemon do not count or matter in any way shape or form. They can not be caught, they do not count as a sighting, and they matter as much as points in "Who's Line is it Anyways" 3. Event and gift pokemon are allowed but count as the one attainable pokemon for the area 4. Savehax/cheat engine can be used, but ONLY for: Event/gift pokemon IV's and Skipping long walls of text I've already gone through in my previous playthrough 5. This one is a biggie and I fully expect some hate here, but let me explain first. Given the competitive stylings of pokemon movesets in Reborn, I honestly think it is nearly 100% impossible to make it through the first half of the game without having some sort of revive system. As such, I will allow myself to revive pokemon, ala Final Fantasy Legend rules: A - A white-out is a game over. Period. B - Pokemon can be revived, but only three times total. If they faint a fourth time, they are considered dead and must be released. C - Pokemon MAY NOT be revived at a Pokemon center or other insta-heal spot. D - ONLY Cotton Candy can revive a pokemon, and only outside of battle and within view of a healing spot E - Pokemon centers and healing spots can be used indiscriminately for any non-fainted pokemon F - Healing and status restoration items will likewise be unregulated, with the exception of a three-item limit per battle Finally, there is one last little detail that is unrelated to the above rules, but that I feel I should mention: I will be playing Episode 11 up until the point I obtain a Quirky Ralts from the Onyx Ward, and from there I will switch to episode 12 for the rest of the run (Or until episode 13 is released). The reason is that Gardevoir is and has been my number one favorite pokemon since Generation 3. I got jealous that Wally got a psychic type for his starter so I spent the next two hours looking for a Ralts of my own. From there, I trained Ralts alongside my Marshtomp, and then went on to smash the rest of the game under using nothing but the two of them. Ever since then, I've always had a Gardevoir in my party, and not even Reborn is going to stop that. Phew! Anyways, with all of that out of the way, let the game begin!
  13. So uh, I'd LOVE to have any one of the Froakie line. Problem is, everybody has access to all of the same pokemon. So, there's not a whole lot of reason to trade except for the EXP boost... And a few pokes some people missed out on for some reason or another like different versions of the game and all. Anyways, if anybody was interested, all of my seriously trained pokes are listed in my signature. Only ones that are definitely NOT up for trade being my Gardevoir and my Scrafty. Those two have seen me through more hell than any other 6 pokemon I have combined.
  14. Well crap. Thanks for confirming. Could anybody tell me whether the TM prize is worth it to go for?
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