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[PC] Super touhou Wars


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#41 overlord_laharl

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Posted 22 August 2010 - 07:05 PM

I don't like the idea of Battle Moon War (releasing a full game part by part) but at least I really want sometime like a normal SRW with some cool original characters too, but I know that Touhou fanboys hate that as much as they hate having a male character. Mmmh I wonder if Keine will be your enemy if you want to confront Mokou, same to Youmu with Yuyuko. Well that happen a lot in SRW, character that are in your party become your enemy for a moment and then they become allies again.

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Personally I'd like to see SA and UFO be a route split- it works almost exactly like the series' typical Earth/Space route paths. Perhaps the Earth/Moon Cradle split is more fitting- SA you go underground to battle the subterraneans, while UFO has you following the group that stays above to chase the treasure ship.

But If ZUN realize a Touhou 13 when this game reach the part 4? mmmh UFO will be like confronting buff clan lol

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#42 gtf234

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Posted 22 August 2010 - 08:50 PM

Characters that start as allies, then become enemies, then back to allies are not commonly done in SRW at all, not as any major component of a story campaign. Maybe one chapter where an AI gets hijacked or something, but that's not the same as a character betraying you for a whole storyline then coming back like nothing happened once it ends. The norm is the person starts as an enemy than can become an ally- there isn't normally an extra heel/face turn. The only time I can think of that occurring is when the game wants to include Reccoa Londe and her backstabbing you to join the Titans late into the Zeta story- and even then I don't recall being able to get her back too often.

Releasing things in parts like this is probably more of for the sake of just actually having a product to put out instead of constantly saying "we're working it" for years. A normal full length SRW game would be pretty time consuming to make like this and everyone would basically have to wait a really long time to ever see anything past a 3 chapter demo. Shorter installments is also good for those who just don't really have the time or dedication to really long games. Personally, I'd rather have something now in periodic installments than wait forever for one huge package and likely forget about its existence by the time it finally is ready to go.

I could live without the originals in this game because honestly, the Banpresto Originals have always been very cheap glue applied as an excuse to somehow justify why Koji Kabuto and Amuro Ray are somehow bro-ing it up and beating up each others enemies. It works because the kind of people who play the series, don't really care that much, we'll take any excuse because it gives us awesome stuff like Bright brightslapping Shinji whinyboy Ikari. Sure, Masoukishin wasn't exactly like that but it wasn't really any better because its origin was as a lawyer friendly knockoff of Aura Battler Dunbine when they couldn't secure the rights to use it in SRW 2 in time.

The other function of originals was to have someone the perspective can focus on when there's a ton of lead protagonists from other series present. It would be kinda odd if things were arbitrarily told from Koji's perspective when Amuro, Camille, Duke Freed, Tetsuya, Ryouma, Shinobu, Banjo, etc are all present and equally important as characters- instead of them fighting for the focus, just throw it onto somebody entire new with no interest vested in any of those shows and give us his/her interactions with all the big names. I'd like to note that Super Robot Wars 2 and 3 didn't have such an original character either- such a thing wasn't done until 4 with the original PTX Team, and Alpha Gaiden didn't rely on one either- Ryusei and Viletta were the only originals who stuck around and they really weren't critical to the plot. This game doesn't have a huge number of leading protagonists fighting for attention, it's got its traditional heroines of Reimu and Marisa to focus the perspective on. I don't see a need for original characters for that function. Similarly, there isn't really any mishmashing crossovers going on in this game, so there's little need for originals to piece things together. Look at the Classic timeline, the final enemy wasn't an original force, it was either Sirocco or Shapiro depending on your path (since F and F/Final replace 4); you got rid of Zezernan and the GUEST before them. Similarly, the Ancestors barely play any role Alpha Gaiden considering they only show up as enemies in the home stretch and before that make little to no presence or machinations behind the scenes. The ultimate foe of the game was Shuu with Neo Granzon.

BMW is similar but different in that there's very little in common between Kara no Kyoukai, Tsukihime, and Fate/Stay Night aside from existing under the common laws and rules of the nasuverse. I think it could get away without having them, but I do think BMW is better off with Haruna and Takumi than it is without them. The originals here are helpful for smoothing over the differences between the series and blending them, especially considering how isolated each of the three stories are from each other. Plus, the game's story had little to do with the actual series themselves and instead borrowed the premise of the Grail War while assuming you understood the Nasuverse and what the hell went on in the Heaven's Feel path.

#43 overlord_laharl

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Posted 23 August 2010 - 11:42 PM

Blablabla

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#44 K@InEvIL

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Posted 24 August 2010 - 02:43 AM

View Postgtf234, on 22 August 2010 - 08:50 PM, said:

Releasing things in parts like this is probably more of for the sake of just actually having a product to put out instead of constantly saying "we're working it" for years. A normal full length SRW game would be pretty time consuming to make like this and everyone would basically have to wait a really long time to ever see anything past a 3 chapter demo. Shorter installments is also good for those who just don't really have the time or dedication to really long games. Personally, I'd rather have something now in periodic installments than wait forever for one huge package and likely forget about its existence by the time it finally is ready to go.



That is precisely what happened with battle moon wars. I think sanbondo is following on werk steps. Personally, i don't care if they take years to make a very good game, what i really hate is when they drop developing or unexpected delays happen. It is obviously more convenient to release rpg doujin games this way, since casual players ( which are not gamers and represent the 70% of the actual sales LOL ) will buy and probably finish it, because of the few stages included, and also helps the developing circle to foresee if its worth continuing the whole project, according to the sells/popularity/fanbase of the first episode/act.

#45 Kill001

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Posted 24 August 2010 - 04:06 AM

1.04 Patch guise

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                 CUNTS..._〆(ಥ_ಥ)

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   \AVE, HAIL CAESER.../

#46 K@InEvIL

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Posted 24 August 2010 - 04:52 AM

Megaupload mirror for all the patches>

Gensou Shoujo Taisen Patches Download


Latest version 1.04

#47 overlord_laharl

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Posted 24 August 2010 - 06:31 AM

Thanks for the links.

What are the news things in this new patch?

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#48 Enemy Commander

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Posted 24 August 2010 - 09:45 AM

Hell I shouldn't have to ask, but is that download safe? I mean my computer went off the handle after I downloaded it.
Told me basically I had to restart my computer as the safest course of action. So on, so on.

#49 MysticHrist

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Posted 24 August 2010 - 11:07 AM

View Postgtf234, on 22 August 2010 - 07:57 AM, said:

Traditionally, there's a consumable item that can be equipped to restore all your EN (MP in this game), and some second string pilots have a spell that restores all EN and ammo to an ally for a usually sizeable SP cost. I'm not too far into the game to see if either of those are available. Otherwise you have to use terrain that restores MP while you're on it, or units with the Supply ability.

Akyuu in Ch 4 Reimu has the supply ability I know that much, so the skill's at least in the game and it appears to cost 10 MP to use. The command looks like this 補給 and you'll find it as 補給能力 on the top half of the ability list on the first page of the unit status screens if the person has the ability. Supply is normally not a post movement ability- so the person who needs a recharge has to move next to the supply unit or the turn needs to begin with them already adjacent; using the supply command induces -10 morale to the one receiving. Upgrade your MP and ration it better to avoiding needing to rely on terrain and the supply ability too much

Just a note, Daiyousei has the Repair ability, 修理 或 治疗能力. It should be the latter one though. -w-

Pump in 30 WP for her, and she could repair forever.

And time for more experimenting...

View Postoverlord_laharl, on 24 August 2010 - 06:31 AM, said:

Thanks for the links.

What are the news things in this new patch?

Let's see...

So far, restarting the game...

Now you can 'see' the terrain as you move your units. That's...kind of useless, I think.

Upgrading units is now 'restricted', now 5 bars instead of the full 10 bars given. I'm not sure the difficulty affects this.

That's all for now.
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#50 overlord_laharl

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Posted 24 August 2010 - 03:19 PM

Bah the new things are useless, so far my only consern is that the game star running really low and the same for the animations attacks, lots of load time. A pity too that I can't do a new game+ I don't know if BMW was like that because I played the full version.

-Offtopic on- I read that novel in your avatar, a yuri one was and was a good in story IMO. -offtopic off-

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#51 gtf234

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Posted 24 August 2010 - 10:13 PM

View PostMysticHrist, on 24 August 2010 - 11:07 AM, said:


So far, restarting the game...

Now you can 'see' the terrain as you move your units. That's...kind of useless, I think.

Upgrading units is now 'restricted', now 5 bars instead of the full 10 bars given. I'm not sure the difficulty affects this.

That's all for now.

Also there's another new patch, 1.04.1, now, I guess they found some more stuff to fix. 1.04 fixed a lot of bugs like some items not working right or having wrong descriptions, musics incorrectly playing/not playing, typographical, errors, some AI fixes as well (looks like Ch 3 Sakuya wasn't acting as planned on Easy difficulty), and a couple other bugs and possible crash spots like Reimu's conversation during the Rumia fight replaying if Reimu's destroyed in Ch 4, etc. It also looks like they fixed something about the Hot Blood spell. 1.04.1 continues this trend with some more spell description and effects fixed and something about getting 1.03 clear data in line with all the 1.04 fixes.

#52 K@InEvIL

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Posted 25 August 2010 - 02:45 AM

Man, they should at least test the game for one week before releasing little patches to only fix/change one thing Posted Image, then again, this shows they actually care and test their games thoroughly. Maybe they'll upload balancing patches with the upcoming acts, who knows.



By the way, all the uploads are safe, well, at least mine are. Always scanned with *bitdefender* and *kaspersky is* first before uploading, i use one pc for download/upload/etc... and other for heavy gaming. If i wanted to destroy your pc i wouldn't use shitty trojans anyway, so don't worry Posted Image. You should scan your pc thoroughly, to find the true origin of the problem. Always have the latest updated windows service packs and security updates.

Gensou Shoujo Taisen Patches Download


Latest version > 1.041

#53 gtf234

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Posted 26 August 2010 - 10:41 PM

View PostK@InEvIL, on 25 August 2010 - 02:45 AM, said:

Man, they should at least test the game for one week before releasing little patches to only fix/change one thing Posted Image, then again, this shows they actually care and test their games thoroughly. Maybe they'll upload balancing patches with the upcoming acts, who knows.

With this market, sometimes the best way to catch the problems is for the players to find them- you can only check over your own work so much and there's also the chance they barely finished it in time for C78 to spend a whole week playtesting every scenario on every difficulty for every possible action. At least fixing the problems for us users is a simple application of installing a patch and they've been very quick about making them so while I agree it seems they could have done a bit more testing before the release, I won't hold it too much against them.

I mean, even the commercially produced console games have a number of bugs in them, SRW's has a bunch of them over the history of the series. D supposedly has one that doesn't correctly factor armor into account for damage reduction, rendering Supers near worthless (though I think it's just that Supers in general have lower Armor ratings by default and enemies gain +3 morale for every one of them you kill); J has a bug that makes Shield Defense completely meaningless, shields only end up being there for looks because they don't reduce damage; there's a good bug though that gives Gai Daigouji 8 free upgrades in all mech and weapon stats instead of 4 if you unlock him on the first playthrough; Alpha 2 had item cloning bugs with GoShogun; W had a nasty one that rendered the Ignore Size pilot skill ineffectual. Unlike here, Bamco can't fix them once discovered without either expecting us to rebuy the game or go through the hassle of recalls and trade-ins.

Balancing, stuff seems kinda okay to me as it is right now. Nitori and Rumia are the only ones that are a little lacking in my eyes and Nitori will probably gain a new weapon in a future game like how Reimu, Marisa, and Alice get ones in this game. I haven't really had any problems getting Youmu or Keine to use their hard hitting attacks. It does seem a bit lopsided that many of them seem to heavily rely on both offensive stats despite generally being terrible in one- but I find that to be a decent balancer, stops some characters from outright breaking everything in sight. Daiyousei's a repair unit, she's pretty standard in offense and defensive abilities for them- much like Fa or Sayaka, her level ups mainly come from kill stealing or healing. What I think needs to be reworked a bit are some of the skills at most.

MORE IMPORTANT EDIT: I have discovered some wonderful soul on the webernet has ripped the OST.
http://www.mediafire...gtlls1tdmph9jd5

#54 K@InEvIL

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Posted 27 August 2010 - 03:22 AM

View Postgtf234, on 26 August 2010 - 10:41 PM, said:

With this market, sometimes the best way to catch the problems is for the players to find them- you can only check over your own work so much and there's also the chance they barely finished it in time for C78 to spend a whole week playtesting every scenario on every difficulty for every possible action. At least fixing the problems for us users is a simple application of installing a patch and they've been very quick about making them so while I agree it seems they could have done a bit more testing before the release, I won't hold it too much against them.

I mean, even the commercially produced console games have a number of bugs in them, SRW's has a bunch of them over the history of the series. D supposedly has one that doesn't correctly factor armor into account for damage reduction, rendering Supers near worthless (though I think it's just that Supers in general have lower Armor ratings by default and enemies gain +3 morale for every one of them you kill); J has a bug that makes Shield Defense completely meaningless, shields only end up being there for looks because they don't reduce damage; there's a good bug though that gives Gai Daigouji 8 free upgrades in all mech and weapon stats instead of 4 if you unlock him on the first playthrough; Alpha 2 had item cloning bugs with GoShogun; W had a nasty one that rendered the Ignore Size pilot skill ineffectual. Unlike here, Bamco can't fix them once discovered without either expecting us to rebuy the game or go through the hassle of recalls and trade-ins.

Balancing, stuff seems kinda okay to me as it is right now. Nitori and Rumia are the only ones that are a little lacking in my eyes and Nitori will probably gain a new weapon in a future game like how Reimu, Marisa, and Alice get ones in this game. I haven't really had any problems getting Youmu or Keine to use their hard hitting attacks. It does seem a bit lopsided that many of them seem to heavily rely on both offensive stats despite generally being terrible in one- but I find that to be a decent balancer, stops some characters from outright breaking everything in sight. Daiyousei's a repair unit, she's pretty standard in offense and defensive abilities for them- much like Fa or Sayaka, her level ups mainly come from kill stealing or healing. What I think needs to be reworked a bit are some of the skills at most.

MORE IMPORTANT EDIT: I have discovered some wonderful soul on the webernet has ripped the OST.
http://www.mediafire...gtlls1tdmph9jd5

Nice one finding the ost. Posted Image




#55 overlord_laharl

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Posted 28 August 2010 - 10:47 PM

View Postgtf234, on 26 August 2010 - 10:41 PM, said:


MORE IMPORTANT EDIT: I have discovered some wonderful soul on the webernet has ripped the OST.
http://www.mediafire...gtlls1tdmph9jd5
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Thank you!

PD: Do you recognize what themes represent the SRW series? for example the last theme is a remix of "Violent Battle (inspector theme)" + "U.N. Owen was her?" but I can recognize like five themes only. I fail with the others.

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#56 gtf234

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Posted 29 August 2010 - 06:47 PM

View Postoverlord_laharl, on 28 August 2010 - 10:47 PM, said:

Thank you!

PD: Do you recognize what themes represent the SRW series? for example the last theme is a remix of "Violent Battle (inspector theme)" + "U.N. Owen was her?" but I can recognize like five themes only. I fail with the others.

They're not all spliced with actual SRW tunes, some just carry the names. Like you, I've really only got the obvious ones. Like Aya's is basically named after Neppu! Shippu! Cybuster! but I really don't hear any of it in it. Some say Keine's theme is based on Trombe, others hear Ice Man coming from it, which is what hear more of than Trombe- it's Branstein either way. Meiling's is a very overt one, coming from Ware Ni Teki Nashi, the RyuKouOh's theme. The enemy reinforcements theme is another obvious one, while it's based on Satori Maiden, it begins exactly like the classic reinforcement theme used in the bulk of the series. Going by the name, I'd say it's a safe guess to assume that Cirno's music is based on Flapper Girl, Lune Zoldark's theme. The music for the three fairies' combination attack gives me a Time to Come vibe, but I'm probably wrong on that one. Koakuma's battle music reminds me of Ash to Ash or possibly So Close, Yet So Far (Advance's title theme)- similarly, just what my ears tell me, not a confirmed identification. If I had to take a shot in the dark, Remilia's would come from Arrow of Destiny or Emissary from the Void- both have that slow ominous start-up to a fast, ultimate boss tune like hers does. Similarly, I don't think it's a stretch to say Elly's battle music, at least it's opening, is coming from White Reflection, which while uncommon as the theme of Endless Waltz, has been used in a couple games.

#57 overlord_laharl

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Posted 30 August 2010 - 04:13 AM

Marisa is closer to "Time to come" IMO and Keine theme is similar to Tromble even in the descripcion say something like that. Elly pwnd all those bishies from Gundam Wing XDD her theme is better D:

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#58 MysticHrist

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Posted 30 August 2010 - 08:52 AM

View Postoverlord_laharl, on 30 August 2010 - 04:13 AM, said:

Marisa is closer to "Time to come" IMO and Keine theme is similar to Tromble even in the descripcion say something like that.

Marisa...does fit "Time to Come".

Keine...doesn't really goes well with "Trombe". Stat-wise.

Edit: Patch 1.05 out.

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#59 Eger

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Posted 01 September 2010 - 02:31 PM

Hmmmm I thought the game was rather long but it seems that fighting Flandre on Stage 15 is the last one. I guess I should wait for another comicket for the sequel. Damn and to think that Marisa will have to fight Yuka all over again. I guess I should stop expecting so much. Nonetheless this is a fun game.

#60 rayxdgreatx

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Posted 03 September 2010 - 01:53 PM

Hmm... I'm curious, but... there seems to be a 2nd variation of Flan's theme and it sounded like a final phase or a final attack of something...

I'm just wondering how do I hear it playing in-game? Is there a hidden move?

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