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Valkyria Chronicles PC |OT| May the bloodline live forever

Durante

Member
At 60 FPS probably, but if this scales with framerate it could be pretty bad for those wanting to play at higher than 60 framerates.
Sure, it should absolutely be framerate independent obviously. But as I argue in my thread, if they fix that they really should fix it to the rate it happens at 60 FPS, not the 30 FPS rate.

I haven't tried scout rushing in my playthrough (it's not fun), but I'm curious to see if this really would stop rushing with the right orders on.
At the very least, it makes it much less viable, especially so during your first playthrough where you don't have access to the more powerful orders. Scouts drop like flies to shocktrooper interception fire.

So it's probably not totally impossible, just significantly less powerful against entrenched positions. In fact, you could call it "balanced" -- Scouts are certainly still valuable but can't do crazy stuff they arguably shouldn't be able to do.
 

rickyson1

Member
with how easy it is with orders to run through enemy fire at 60 fps it really makes me wonder what the original was like kinda scary to hear that its actually supposedly a lot harder now

I do like the balance right now without orders though if it were much slower I feel like it wouldn't feel as deadly as it should
 
There is no hard moe for story mode, but there is a hard mode for skirmishes, and an EX Hard mode for the skirmishes which was DLC and is included for free in the PC version. EX Hard mode skirmishes are really brutal if you haven't mastered every aspect of the game.

VC1 does not have S-ranks. Only for VC3 (I don't remember if VC2 has them, don't think so). A is max, even if you beat the map in one turn.

In Japanise versions all VC games have S rank - in official english translation it was changed to be called A rank.
 

Volodja

Member
I mean I'm at chapter 9 and the game is easy enough at 60 fps that I don't think I'll change to 30 because of that. And I'm not even using orders yet.
I may change it if I find other situations where the tank just doesn't move like it should, sometimes it just goes apeshit at 60 and starts wiggling because of a 1 degree incline.
 
I've noticed that if you touch an enemy's dead body, it will disappear similarly to when you call a medic on a downed ally. Does this do anything for you? It doesn't seem to be related to acquiring enemy weaponry at the end of a mission (I got a machinegun after a mission in which I'm pretty sure I didn't touch anyone).
 

Chariot

Member
I've noticed that if you touch an enemy's dead body, it will disappear similarly to when you call a medic on a downed ally. Does this do anything for you? It doesn't seem to be related to acquiring enemy weaponry at the end of a mission (I got a machinegun after a mission in which I'm pretty sure I didn't touch anyone).
It used to be mandatory to aquire weapons from aces, but that was changed. it adds however to your exp and dct at the end of the mission, even if it's just a tiny amount. Take it when its possible, but don't waste turns about it.
 

cpooi

Member
60 Hz interception fire totally explains why Behind her Blue Flame took me some save scumming to get A ranks. Those heavy Gatling guns...

And I thought I was just rusty.
 
I've noticed that if you touch an enemy's dead body, it will disappear similarly to when you call a medic on a downed ally. Does this do anything for you? It doesn't seem to be related to acquiring enemy weaponry at the end of a mission (I got a machinegun after a mission in which I'm pretty sure I didn't touch anyone).
I think in one you get some resources aswell as exp
 
Was the VC3 translation project ever completed and released in a working state? This game is really making me hungry for more but I remember how frustrating 2 got with the grinding and school stuff.
 

Durante

Member
Okie, my high res character texture mod is uploaded now. Download link: http://www.mediafire.com/download/ii8hthg9hrgpc24/HighResCharacterTextures.rar

And more ingame examples of mod:
Normal: http://abload.de/img/rosie-normalkvucc.jpg
Highres: http://abload.de/img/rosie-highresyiuzd.jpg

Normal: http://abload.de/img/largo-normal8tur2.jpg
Highres: http://abload.de/img/largo-highresssur9.jpg

Normal: http://abload.de/img/marina-normalh2ufg.jpg
Highres: http://abload.de/img/marina-highreszkuli.jpg

Normal: http://abload.de/img/vyse-normalzhuld.jpg
Highres: http://abload.de/img/vyse-highres1gu5n.jpg

Difference isn't exactly mind blowing, but it does look better. I'm thinking it'll mostly benefit those playing at higher resoutions. It impacts all characters by the way, from any faction and even the generic units.
I just played a mission with this installed, and while subtle, it's still quite an improvement on my 1440p screen (rendering at 4.5k or so). Great job!

I'll try out your tool and see how viable it is to replace the unit icons. Would have to draw new ones though.

Screenshots with the pack:
screenshot_2014-11-15losds.jpg
screenshot_2014-11-15vqscs.jpg
 
I've noticed that if you touch an enemy's dead body, it will disappear similarly to when you call a medic on a downed ally. Does this do anything for you? It doesn't seem to be related to acquiring enemy weaponry at the end of a mission (I got a machinegun after a mission in which I'm pretty sure I didn't touch anyone).

Just think of it as counting coup
 

InfiniteNine

Rolling Girl
I've noticed that if you touch an enemy's dead body, it will disappear similarly to when you call a medic on a downed ally. Does this do anything for you? It doesn't seem to be related to acquiring enemy weaponry at the end of a mission (I got a machinegun after a mission in which I'm pretty sure I didn't touch anyone).

I had thought you gotten extra EXP for this so I still do this.
 
It used to be mandatory to aquire weapons from aces, but that was changed. it adds however to your exp and dct at the end of the mission, even if it's just a tiny amount. Take it when its possible, but don't waste turns about it.

I think in one you get some resources aswell as exp

I had thought you gotten extra EXP for this so I still do this.

I see, thanks.

Just think of it as counting coup

Having just played episode 8,
I assume I will give these poor wounded soldiers medical treatment and a nice bowl of warm soup, right? ...Right?
 

billsmugs

Member
Was the VC3 translation project ever completed and released in a working state? This game is really making me hungry for more but I remember how frustrating 2 got with the grinding and school stuff.

Yes: http://vc3translationproject.wordpress.com/patch-and-instructions/
The full story is complete, along with the character missions/cutscenes, but there are still a few untranslated bits (some side mission objectives, a couple of weapons and all the DLC) and the tutorial boxes tend to overflow somewhat at the start of the game (although if you'd played VC1 and the tutorial of VC2 you shouldn't have any problems).

Unfortunately it seems to have been abandoned after releasing one small update, but it's complete where it really matters.
 
Was the VC3 translation project ever completed and released in a working state? This game is really making me hungry for more but I remember how frustrating 2 got with the grinding and school stuff.

Yes.

Play 3. It's still quite grindy to level up some classes, but damn the game is good.
 

Falk

that puzzling face
Sure, it should absolutely be framerate independent obviously. But as I argue in my thread, if they fix that they really should fix it to the rate it happens at 60 FPS, not the 30 FPS rate.

Honestly speaking? The OCD in me wants either of two things:
1) A game that is 100% true to the original. Meaning back to 30fps tank movement and interception fire.

OR

2) A game that has a minor rebalance pass, with interception fire being made stronger is only one facet of it. Little things like rebalancing rankings (or at least make kills + C rank == A rank DCT/XP) and possibly nerfing the potency of grenade launchers somewhat (Seriously - you CAN still scout rush when you grenade people out of sandbags, proceed to headshot all of them one by one with a rifle, then use the remaining CP to crawl the scout over since they have insane base AP) Call it Valkyria Chronicles Director's Cut. Call it Valkyria Chronicles Final Mix (lol). I don't care, anything to definitively differentiate it from the original PS3 release in the title itself.

Tweaking just interception fire seems like a 1.5 solution that's neither here nor there. Yes, I totally agree it makes the game better on its own. That being said, see above re: OCD.

edit: Also, bear in mind that the franchise -is- a little difficult and the worst thing that can happen long-term is alienating people who might otherwise pick it up, love the shit out of it and look forward to what's next. I'm normally completely against dumbing down of games for a wider audience, but in this case, the base game already was this way.

Now if SEGA were to declare an all-new sequel that became the main focus of the franchise rather than VC1 which is objectively currently the highest production value game of the franchise, I probably wouldn't mind a 1.5 solution that much.
 

Durante

Member
I feel like everything you list is orthogonal to the interception fire balance. What that improves is the relative utility of all your units. And it really does that surprisingly well for such a seemingly minor change, after playing a bit more while aware of it. Even tanks are finally worth their CP cost!

What you are talking about are changes to the ranking system. I agree that those would also be desirable, but I feel they are entirely orthogonal to the actual strategic balance of the game, which the interception fire addresses.

Anyway, what I call for in the thread is to have either option available at any framerate, so if you or anyone prefers to play the original - arguably less balanced - version they could do so (without reverting to 30 FPS -- though that's also "original" isn't it :p).
 

Sectus

Member
For anyone who wants to use Sectus' tool for texture modding, I suggest you also get this:
https://code.google.com/p/sagethumbs/

makes it much easier to quickly parse .dds files (and a lot more) in explorer.

I see it's based on code xnview uses. Xnview is what I use for browsing images, and it's important to note it gets incorrect colour values from DDS files. It works well for browsing, but it would be really bad to use if you're gonna convert the DDS files for editing. I don't know why, but many programs supporting DDS suffers from the same problem.

For editing converting DDS files, I use nvidia's official dds tools (their photoshop plugin and command line tools).

Also, I've discovered there's some files my tool doesn't extract any DDS files from, so I'll need to update it later.
 

flohen95

Member
Was the VC3 translation project ever completed and released in a working state? This game is really making me hungry for more but I remember how frustrating 2 got with the grinding and school stuff.

I wouldn't say it was completed, but it works. It's got a lot of issues such as mistranslations and translation inconsitencies (and I'm not talking about actual text here since my Japanese isn't proficient enough to actually be able to find that out, I'm talking about the names [e.g. (not really a spoiler imo but who knows)
Brigitte Starks instead of Stark, Imca's weapon sometimes being named Var (which is the official "translation" as per Project X Zone) and sometimes something else (e.g. Val)]
), overflowing textboxes, text that's cut off and there might be an issue with one of the side chapters, but I'm not sure. Also, theres a few instances of text sounding very japanese-y (as in, talking to another person all the while referring to that person in third person) and obviously many grammatical errors.

I'm still very grateful that it exists and it's definitely much better than playing the game in Japanese unless you have a good grasp on that language. You generally understand what's going on and you learn quite a bit about the characters and how they work, which is something you obviously wouldn't do when you can't even understand a word. I really liked playing through 3, and I found the game to be fairly easy if you want to be. I never had to grind, but I did do all the side missions (and I was playing on easy for convenience, because I had played through half of the game already before I downloaded the patch).
It's also a good game to play coming off of 1, since it's essentially a side story that follows roughly the same events as 1 but from a different perspective. Just remember that if you want to use the patch, you should buy the E2 (Extra Edition) version of the game.
 

Falk

that puzzling face
I would argue that it's still very possible to A-rank missions with scout rushes at 60fps (which I've been doing up to 15a), but just a lot more frustrating.

I'm not going to lie, I'm playing through this game on limited free time, hence I'm rushing through it, and the added value of the DCT/XP at A-ranks is too large to ignore. I -don't- have the time to play 2-3 skirmish missions per campaign to catch up (which is about the difference between A and C rank) hence it's still way more efficient finding a way to brute force scout rushes past the increased difficulty.

Granted, this is a highly situational anecdote, and I obviously could do to play the game in a way I feel is more fun, and even everything aside, finding slightly tweaked ways to get scouts especially past tanks (mostly hinging on orders, other times getting good anti-tank snipes across the map) makes for a fresh experience rather than retreading the PS3 strategies.
 

Durante

Member
I see it's based on code xnview uses. Xnview is what I use for browsing images, and it's important to note it gets incorrect colour values from DDS files. It works well for browsing, but it would be really bad to use if you're gonna convert the DDS files for editing. I don't know why, but many programs supporting DDS suffers from the same problem.

For editing converting DDS files, I use nvidia's official dds tools (their photoshop plugin and command line tools).

Also, I've discovered there's some files my tool doesn't extract any DDS files from, so I'll need to update it later.
Yeah, I also use the NV tools for editing. But currently I'm just trying to get a quick overview of what is in each file, and having the thumbnails work in explorer is a big help for that.

I'm also compiling a list of which files contain what as I go along, will post it later. It would be useful to compile some kind of master list for that.
 

Durante

Member
I would argue that it's still very possible to A-rank missions with scout rushes at 60fps (which I've been doing up to 15a), but just a lot more frustrating.
I'd argue that's exactly why it's a good balance change: it makes a cheesy "strategy" that was almost an auto-win button for some missions on PS3 and circumvents a lot of the game's best gameplay much harder to pull off. Thus it not only improves the balance across unit types, but also encourages people to play in a way which is ultimately - in my, and seemingly many other's opinion - much more rewarding.
 
Yea, Souts are still broken at 60fps. They simply have too much killing potential with headshots. And then you get Scout Elites and even sandbags cant save them from Alicia's wrath. Then you add in the Mortar Support order and even a group of entrenched stormtroppers will be dead if you can run your Scout down to them.
 
Posting to remind everyone how fantastic this game is.

Wavy is beyond fantastic.

I would argue that it's still very possible to A-rank missions with scout rushes at 60fps (which I've been doing up to 15a), but just a lot more frustrating.

I'm not going to lie, I'm playing through this game on limited free time, hence I'm rushing through it, and the added value of the DCT/XP at A-ranks is too large to ignore. I -don't- have the time to play 2-3 skirmish missions per campaign to catch up (which is about the difference between A and C rank) hence it's still way more efficient finding a way to brute force scout rushes past the increased difficulty.

Granted, this is a highly situational anecdote, and I obviously could do to play the game in a way I feel is more fun, and even everything aside, finding slightly tweaked ways to get scouts especially past tanks (mostly hinging on orders, other times getting good anti-tank snipes across the map) makes for a fresh experience rather than retreading the PS3 strategies.

Is all of that extra money/XP really necessary? I've been getting anywhere between D's and B's my entire run (Ch10 so far) and resources have never been an issue. Sure, I have to save up sometimes but it's never been a critical difference between a victory or a loss..

Though I see your point about new strategies.
 

Falk

that puzzling face
There's a little section of the game (roughly from ch9 to 14's area of the XP curve) where unlocking Elites (lv11) help out a ton. That's about when the A-ranks (or, more accurately, XP) matter the most. However realistically it's grindable with skirmish missions (especially Windmill Plaza skirmish for 56k XP/5min)

You're right. Taking a step back, it doesn't really matter that much.

Woe is me :(
 

Durante

Member
Here's my overview so far of the contents of the .htx files:
Code:
bg_map001-016 : small background images

evmap01_01_merge : Environment textures (trees ground buildings)

lib_bs001-005 : imperial tank textures (?)
lib_vc* : more tank textures

testmap_ground_* : various environment textures

testmap_set_* : these differ a lot, for example:
	testmap_set_11 - lots of small animated textures, e.g. smoke puffs

val_in_minimap* : the minimaps, quite simply

vm*_opr : map markings for each mission
vm_*_areaborder : area borders (wow)

vmap_ground_*_merge : environment textures for battle maps
vmap_set_*_merge : map markings and additional textures for each map

Sadly I haven't found the unit icons yet.
 

Durante

Member
val_in_action.htx includes the file with the original PS3 button prompts. Might be interesting for those playing with a DS3 or DS4.
 

InfiniteNine

Rolling Girl
val_in_action.htx includes the file with the original PS3 button prompts. Might be interesting for those playing with a DS3 or DS4.

Well I've been using sectus' mod for that already so I'm doing fine with my DS4 (Although I switched the L/R1 and L/R2 in the controls.), but it'd be nice to find where the 360 prompts are stored so it'll reflect control changes in the config.
I think the stylization of the PS3 prompts is much better than the generic ones they used for the 360 prompts and I'd be willing to edit it for people using 360/Bone controllers though! (I want to do this for KB+M the most though.)
 

Durante

Member
Heh, val_in_cmd_omtp contains onomatopoeia ;)

Almost all the generic battle map interface graphics (CP, turn change images / hymns, even mortar indicators etc.) are in slg_interface, but not the unit icons.
 

dawid

Member
I hate that enemies shoot at you even when you're not moving in VC. You should at least be able to pause the game instead of having to instantly go into attack-mode when you wanna contemplate your next move.

A big minus to an otherwise great game.
 

Falk

that puzzling face
I hate that enemies shoot at you even when you're not moving in VC. You should at least be able to pause the game instead of having to instantly go into attack-mode when you wanna contemplate your next move.

A big minus to an otherwise great game.

Technically you could hit the move end button and leave it on the Y/N dialogue.

Going into attack will more often than not get you shredded during the animation.
 

Peff

Member
Text is inside the mtpa folder in .mtp, but I'm not sure how to insert it back in. Changing anything at all seems to mess the entire file and the corresponding event/s appears blank in-game.
 
There's a little section of the game (roughly from ch9 to 14's area of the XP curve) where unlocking Elites (lv11) help out a ton. That's about when the A-ranks (or, more accurately, XP) matter the most. However realistically it's grindable with skirmish missions (especially Windmill Plaza skirmish for 56k XP/5min)

You're right. Taking a step back, it doesn't really matter that much.

Woe is me :(

Well, I can't even begin to imagine A-ranking some of the missions. The only one that I've figured out was the tutorial mission, where I thought "I should have moved Alicia a second time." So, in any case, I salute your ability to figure it out.

And I think my guys are level 6-7 at Chapter 10... I'm scared.

I hate that enemies shoot at you even when you're not moving in VC. You should at least be able to pause the game instead of having to instantly go into attack-mode when you wanna contemplate your next move.

A big minus to an otherwise great game.

It's annoying, but I think it does a good job of putting pressure on the player to be quick, efficient, or take cover - and it is absolutely vital against the enemy hordes.

When you see a succession of enemies commit suicide trying to run past the Edelweiss you'll understand how important this mechanic is.

A beach chapter.

Really couldn't help yourselves, huh?

The most hilarious/unfortunate thing is two characters never get beach models, which you see when they talk. A shame. :/
 

Durante

Member
I went through a lot of the files now, and found a lot of stuff, but not the unit icons in the map view. If anyone sees them please let me know. Anyway, this is what I know for now:
Code:
========================================================
Folder: mx
--------------------------------------------------------

bg_map001-016 : small background images

evmap01_01_merge : Environment textures (trees ground buildings)

lib_bs001-005 : imperial tank textures (?)
lib_vc* : more tank textures

testmap_ground_* : various environment textures

testmap_set_* : these differ a lot, for example:
	testmap_set_11 - lots of small animated textures, e.g. smoke puffs

val_in_minimap* : the minimaps, quite simply

vm*_opr : map markings for each mission
vm_*_areaborder : area borders (wow)

vmap_ground_*_merge : environment textures for battle maps
vmap_set_*_merge : map markings and additional textures for each map

========================================================
Folder: slg_interface
--------------------------------------------------------

generic battle map interface graphics 
(CP, turn change images / hymns, even mortar indicators etc.)

========================================================
Folder: portraits_l and portraits_s
--------------------------------------------------------

large and small character portraits (find out where used and replace small?)

========================================================
Folder: canvas
--------------------------------------------------------

vl_cvr: images used for non-photorealistic rendering 
(strokes, canvas etc)

I may try replacing the canvas image, at ultra high resolutions (4k+) it gets a bit too small compared to the intent IMHO.
 

Sectus

Member
Well I've been using sectus' mod for that already so I'm doing fine with my DS4 (Although I switched the L/R1 and L/R2 in the controls.), but it'd be nice to find where the 360 prompts are stored so it'll reflect control changes in the config.
I think the stylization of the PS3 prompts is much better than the generic ones they used for the 360 prompts and I'd be willing to edit it for people using 360/Bone controllers though! (I want to do this for KB+M the most though.)

360 button icon textures are stored in the executable itself (same thing with the generic numbered gamepad icons, and all the keyboard icons). One downside with the new icons is that I think they re-use the same icons for many of the various prompts, while in PS3 version they have unique designs based on what screen it is.

val_in_action.htx includes the file with the original PS3 button prompts. Might be interesting for those playing with a DS3 or DS4.

DLC_0002_val_in_action.htx is the same texture, but is the one actually loaded by the game. That took a while for me to find when working on my Playstation button prompt mod.
 

epmode

Member
Man, I thought that the reaction fire was a bit out of control but I haven't played the PS3 version in so long. Has Sega commented on the >30 FPS thing? I figure they'd like to patch it so long as it wouldn't take drastic changes to the code.
 

Enco

Member
Keyboard response sucks.

I press a button and it takes a second to register. The characters don't move straight away. There's an obvious delay.
 

Falk

that puzzling face
Man, I thought that the reaction fire was a bit out of control but I haven't played the PS3 version in so long. Has Sega commented on the >30 FPS thing? I figure they'd like to patch it so long as it wouldn't take drastic changes to the code.

I mean, a band-aid would be to just apply a damage multiplier to interception fire based on whether the configuration says 30, 59/60, 120, or 144Hz. Brings it all within the same ballpark.

That doesn't do anything for its interaction with e.g. dropped frames, though, since it's still technically based on frames rather than time slices.

And doesn't do anything for the tank physics.
 
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