In your video, you mentioned you only knew of the south group becoming passive like Galle. Actually, every wyvern rider reinforcement on this map has Attack AI type D, which is “only attack if leader can attack”. Some of the wyvern lords have this AI too. You can check the unit’s commander in FEBuilder. Most units on the map have a unit ID of 9F but there are 3 wyvern lord commanders, CA, CB, and CC, each in command of their own reinforcement squad. The squad you highlighted in this video is led by CB. There are 7 squads of wyverns in total. CA and CB each led one of those 7 squads. The special one to note is CC, who is essentially the grand general of the entire bern army. He not only leads all 5 of the other wyvern squads including the wyvern lords of those squads, but also all of the paladins. Forget Murdock, my boy CC is the real Wyvern general.😤 Edit: Thanks for the pin! If you need anymore info on FE6 AI let me know. FEBuilder is quite outdated and I have more up-to-date info that I sourced myself through dataming.
@athath20104 ай бұрын
You... weren't pinned, though?
@Mekkkah4 ай бұрын
@@athath2010 He was, then KZbin undid it, idk.
@Flametix4 ай бұрын
@@athath2010 if you edit your comment you get unpinned or hearted so you can't make it look like they endorse something that wasn't there at first
@SittinGamer4 ай бұрын
So wait if you kill CC how much of the map just becomes entirely passive? Edit: or is it like galle where when he goes down the other shift to a different priority
@SaucyMullins4 ай бұрын
If a leader if removed from the map (killed/rescued) the AI will default to attack type 0 which is attack anythinh
@UsualHRS4 ай бұрын
Such a cool mechanic. Of course Galle would conflicted about fighting against his ex-fiancé and the sister of his King, so having him only target the figurehead of the army, if he has the opportunity to do so, to end the war in the least amount of bloodshed makes sense. Gameplay-story integration my beloved
@2tehnik4 ай бұрын
I don't agree. Milady isn't treated in a unique way. And they attack units even if they're not actually in the way of defeating Roy, like if he was being carried on the other end of the map but there were units near the spawn.
@UsualHRS4 ай бұрын
@2tehnik Fair enough, but there's only so much you can do on the GBA without making the game shit itself if Milady were to be carrying Roy or something
@RTU1303 ай бұрын
🤔
@ludgerkres.14374 ай бұрын
Ah, so the "ferry Roy to end" strat is the culprit.
@Direblade114 ай бұрын
I mean, Galle was aggressive for me and I'm pretty sure my grinded Roy killed him
@Louise-j3p4 ай бұрын
Galle's AI is kind of like Calill transfers. People have lots of varied misconceptions about how it works, to the point no one really bothers trying to figure it out. It's nice to finally have an overview of what is one of the strangest AIs in the series
@limitlessapocalypse27024 ай бұрын
Does Largo transfer do anything at all?
@Louise-j3p4 ай бұрын
@@limitlessapocalypse2702 i'm pretty sure he doesn't
@Kryptnyt4 ай бұрын
Come on down to the Galle Zone, and get yourself a fresh calzone
@awsomkid37354 ай бұрын
Come on down to the Olive garden and get yourself free bread sticks
@ssbmgameri5iti4 ай бұрын
Cal zone mentioned
@Feawfeaw4 ай бұрын
Not to be confused with its cousin, the Cull Zone
@MountainFudgecake274 ай бұрын
Thanks Makkah, next playthrough through I will get Cath to level 20, excellent advice!
@Mekkkah4 ай бұрын
thats how we do it
@JustsomeKid934 ай бұрын
First time I played this map I got merlinus trapped in wyvern jail and thought that they’re ai specifically was to just stop you from convoying lmao
@SaucyMullins4 ай бұрын
Galle’s Attack AI type is B, which is “attack only Roy”. While this AI is unique to him, it’s not his attack AI that makes him strange, but rather his secondary moment AI which is the generic 0, “charge towards closest enemy”. This is strange because other characters who have specific targeting like Rutger and Douglas have both Attack AI and Movement that match their targets. Not only will Rutger/Doulas not attack Clarine/Lalum or Elffin, but their secondary movement AIs won’t MOVE towards them either. For Galle to be set up properly, he would need a special movement AI that paths towards Roy only. Well, it turns out this AI does exist and goes unused. It’s movement AI type E. If you set Galle’s movement AI to E, he suddenly becomes alot scarier. I guess someone at IS forgot to give it to him.🤷♂️
@lpfan44913 ай бұрын
Time to implement it in my FE6 german TL patch, lol. Good catch, I straight up would never have realized that his movement AI is wrong because who thinks about that?
@SaucyMullins3 ай бұрын
If you’re patching it, i’d also recommend changing the movement of his squad too, they’re also all set to the basic movement type 0 AI.
@lpfan44913 ай бұрын
@@SaucyMullins I am fairly sure they already are movement AI 0. Just that they tried to do something more specialized in their attack AI that does not make any real sense in gameplay or narratively.
@SaucyMullins3 ай бұрын
That’s what I’m saying they have movement type 0 by default. It would be best to change their movement to E to match Galle’s new movement. Although this starts to stray into being more of a “balance patch,” I’d also remove attack type D too. It was intended to make units stay near their leader when attacking, but more often than not it just ends up making them skip their turn. The devs vastly simplified the AI system going from FE6 to FE7 because many of the options were either redundant or actively stupid.
@DinoSmashDK4 ай бұрын
God, FE6 AI is hilarious, I love this game so much.
@anonymousanonymous57324 ай бұрын
If we get a remake I really hope Galle is recruitable
@notZabami4 ай бұрын
Forget that, I want green unit Galle
@breadburner7276Ай бұрын
may i introduce you to project embers
@notZabamiАй бұрын
@@breadburner7276 have you actually played PE? its not really fe6 outside of name and title
@Neonlight39344 ай бұрын
Gale does not comprehend.
@unoriginal5814 ай бұрын
I think my biggest question is why, like if it was just Galle, then it would make sense due to his high chance of being a planned playable character with his data and everything…but if that’s the case, why does it seem like this passive nature was applied to any wyvern spawn in that section of the map, why not just apply it to Galle…
@Mekkkah4 ай бұрын
Honestly I think they copypasted Galle's AI without thinking about it, haha
@SaucyMullins4 ай бұрын
Only Galle himself had type B “only attack Roy”. His squardon however, has type D “only attack of leader can attack”. Every wyvern rider reinforcement on this map has type D and won’t attack unless their assign commanders can too. For example, the green fighters than come with Bartre on map 11B also have this AI and will never attack unless Bartre can.
@Hats5024 ай бұрын
Maybe they planned on having them turn into green units like Tate and Klein’s squads
@redstonewatcher66514 ай бұрын
Maybe the squadron attack feature was supposed to make it harder to funnel them in enemy phase and make it more likely for them to swarm poor formations? 🤔
@notZabami4 ай бұрын
6:59 I remember, about 7 years ago, I had Lilina in the bottom facing down Murdock, and he brought her down to 3 hp, and the wyverns were closing in on her, and then they just didn't attack her. It's been a question of why for so long, and I originally chocked it up to me playing on a bootleg (totally legit) translated version of Fe6, but it's interesting to see why it actually happened!
@SyRose9014 ай бұрын
I am so early I can provide a summary! Galle and his squad will do the following: - If they can attack Roy, they attack Roy. - If they can't attack Roy but could in more than one turn, they... weirdly surround the nearest unit without attacking. - If Roy cannot be reached in any way(surrounded or rescued), they behave like normal enemies. Fun little thing: You can manipulate Galle and only Galle to move by surrounding Roy. The other wyverns carry Steel Lances while Galle has a 1-2 range weapon, surrounding Roy will make the other guys behave like any other enemy, but Galle will move to the nearest enemy like in scenario 2. Watch Altissimo's FE6 ranked run, chapter 21 to see it in action. Make your dream of Melady + Galle come true with this manip.
@ImportedCheese4 ай бұрын
Just played this chapter yesterday, wish I knew this back then... Would have made it so much easier to recruit him!!!
@notZabami4 ай бұрын
:l
@aclashoffireandice40844 ай бұрын
Man, I love AI quirks like this. I've mostly been focused on weird combat mechanics, so this is all new information for me!
@runaway744 ай бұрын
LMAO my first thought was to check FEBuilder so I'm glad you covered that
@ElSherman4 ай бұрын
Wow dude this video is amazing! I was always so curious about Galle and his particular story and fearsome presence in the battlefield.. Greetings from Argentina Mekkah!
@miraclePoints4 ай бұрын
The cavalier squad reinforcements in Ch 7 also use this leader-based AI! They come with the low level cavs and one Lv 15 cav with a silver lance, the silver lance guy is the leader. But since the leader is in the middle of the squad, it's pretty unlikely that he'll be unable to attack while his subordinates can. Unless you kill the leader in one wave and leave the followers alive until another wave spawns? I dunno. I've seen it in FEBuilder but haven't played around with it in practice
@SaucyMullins4 ай бұрын
If a leader is removed from the map (killed/rescued) the AI will default to type 0 which is just attack anything.
@lpfan44913 ай бұрын
@@SaucyMullins That actually works as intended in FE6? Iirc, that requires a fanpatch in FE8.
@SaucyMullins3 ай бұрын
Units will always go aggro when their leader is killed in all versions. The bug your probably thinking of is that once one leader is killed, the flag for “leader dead” never gets unset, so all other groups with leaders will also go aggro, even if their leader is still alive.
@absurd_maxim3 ай бұрын
2:54 Lilina is jangling keys for confirmed iPad Baby Galle
@jeanbob14814 ай бұрын
Wyvern lord surrounding your units and not attacking them. This is not FE4 endgame.
@jierdareisa43134 ай бұрын
I love ALL Mekkah videos!!!! ❤
@bibohbi-br9gj4 ай бұрын
that's absolutely bonkers innit mate
@rdrouynriv4 ай бұрын
I like this series of weird AI quirks in FE games.
@something15584 ай бұрын
I wonder if Gryz will ever see this video
@Keon9944 ай бұрын
Galle = Camus archetype?
@theduker59264 ай бұрын
Now... Is there a similar video to explain Thea and Klein's AI? 😭😭😭
@Mekkkah4 ай бұрын
10% to not move at all on any given turn, ripperinos
@SaucyMullins4 ай бұрын
They have an 20% not to act, as well as a special targeting priorty that makes them less likely to attack healers and more likely to attack thieves, dancers, and casters.
@athath20104 ай бұрын
@@Mekkkah Are you sure it's 10%? I could've sworn it was 20%...
@Mekkkah4 ай бұрын
@@athath2010 10% was off the top of my head but trust anyone else saying a different number
@theduker59264 ай бұрын
Dang, I thought there was some secret tech. Thanks for replying everyone! ❤️
@hues_of_neon4 ай бұрын
1:17 So UNLIKE Cog of Destiny in FE7 (the spiritual successor to this map which in lore takes place just to the south of this map), performing an action in the reinforcement zones WILL NOT trigger them. Specifically, to trigger the zones in FE6 Ch21, a unit must END their turn in the zone.
@osaydhussein2584 ай бұрын
The amount of times i lost an iron man run to this damn chapter
@movezig54 ай бұрын
And here I thought Galle was just refusing to attack Miledy after she talked to him. I was _really_ bad at Fire Emblem on my first playthrough of this game, so I wouldn't be surprised if I just wasn't using rescue strats.
@anonymousanonymous57324 ай бұрын
What mod of FE6 are you using? I like the HP bars and the colors look darker
@Mekkkah4 ай бұрын
Just FE6 with some QoL features. I use it in my last Iron Man so you can find it in the desc there.
@Flametix4 ай бұрын
darker colours aren't a mod, emulators should have an option for shaders that look more like how the game would look on a GBA
@RTU1303 ай бұрын
Ye
@Yacovo4 ай бұрын
Thanks for the video on this very silly guy.
@CatsLilaSalem4 ай бұрын
Interesting, now i am very curious to if the Brunnya Druids do also have an reason for their weird behaviour
@SaucyMullins4 ай бұрын
Those druids do infact have special AI but it’s not type D like the wyverns, it’s type C, “attack only if in half movement range.” Additionally, their second movement AI is set to return them to their original spawn tile if they move off of it to attack.
@Mekkkah4 ай бұрын
@@SaucyMullins do they attack on the turn they move back to their spawn tile?
@SaucyMullins4 ай бұрын
Yes, but only if there is a unit in range of their home tile when they get there.
@CatsLilaSalem4 ай бұрын
@@SaucyMullins Also interesting, with weird ai the druids are the first thing coming to mind for me
@SaucyMullins4 ай бұрын
The Killer Bow bow snipers directly above them also have this “guard dog” AI but since they don’t have long range staves you don’t ever really notice them acting strangely. Probably the weirdest example of this AI is the archer next to Ruud in chapter 2. That archer has the same AI as Brunnya’s bodyguards execpt for some inexplicable reason, his home tile is actually two tiles out of bounds to the right. If you go play that map, you’ll notice on turn one he’ll move exactly one tile right and then stop. Each turn after that it’ll seem like he’s doing nothing but he’’s actually trying to move off the map every turn.
@canblockbaguettes4 ай бұрын
hey mekkah, why was the special chomp set named chain chomp?
@Mekkkah4 ай бұрын
I do not remember lol
@SimpdeAcheron4 ай бұрын
Hey, it's just me or you use the map of chapter 21 from Emblemwood? (Not a complaint, I just found it curious)
@Mekkkah4 ай бұрын
You're right, and I'm glad you pointed it out cause I forgot to put them in the description!