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Messages - Xodarap777

1
PSX FFT Hacking / Re: How can I merge FFT KO with FFTC?
January 06, 2018, 11:51:39 pm
Lol, yeah, that's why I came over to this part of the forums.

I figured that simply patching it directly with PPF-o-matic wouldn't work - I tried just in case.

But I also assumed - apparently wrongly - that if they merged them for LFT, it couldn't be that hard to "manually" merge them for KO.  I assumed it was a matter of opening the two of them up, extracting the relevant information, and putting that info into a new file - I just misjudged how much tedium that might entail.  :(

Oh well - luckily, KO exists for WotL, and I can just PPSSPP instead of ePSXe.
2
PSX FFT Hacking / How can I merge FFT KO with FFTC?
January 06, 2018, 07:39:22 pm
FFT LFT has an available premade merged patch for LFT+Complete (complete is the one that ports over the script translations from WotL).

I wanted to do the same for FFT KO, but I realized after trying to patch one and then the other, than in both instances, it didn't work.

How can I merge these patches myself?
3
Help! / Re: Which Near-Vanilla Rebalance to Use?
January 06, 2018, 06:07:23 pm
Can KO be applied over the top of the FFT Complete patch (that moves text from WotL into FFT)?
4
Help! / Re: Which Near-Vanilla Rebalance to Use?
January 06, 2018, 04:02:13 pm
I guess that my big worry about KO is that is is or will be a bit "heavy handed" in changing vanilla classes beyond their most basic rebalancing.  I don't want to "relearn" the game - I don't want to get halfway into monk Ramza before realizing that my beloved Chakra is actually so nerfed by vert-0 that it's no longer the class I want him to be... Then "rerolling" after 10 hours lost.

BUT the thing really getting me to lean toward KO, besides the ongoing development (which is awesome, btw!) is the beefing-up of monster/enemy AI and abilities.  I worry a bit about the difficulty getting out of hand (esp at the beginning), but maybe I'm also worrying too much about the class changes.

Your changelogs are great in that they include full detail, but the "broad strokes" should have their own areas, unless I missed them.  For example, LFT's frontpage says stuff like:

"-Archer-
Summary: Mobile ranged attacker, now able to get into favorable position quickly thanks to innate Ignore Height. On certain maps, an accessible height advantage makes them almost untouchable and able to assail any enemy position. They use magic secondaries more effectively. Charge skillset vastly improved in ease of use."

For each class - so I can quickly get a notion of what I'm going to experience.

Still, leaning toward KO for beefier/scarier goblins/etc.  If the base game needs anything, it's less-casual random encounters and more need for careful party balancing.

Basically, I'm hoping for a "20% change" to the "feel" of the game I know - not a big swing; enough to feel, but with random "Oh"s, not big huge "WTF"s.

Also: SUPER awesome of you to have a PSP version.  I'm one of the few fanatics who prefers the WotL translation.  Sure, the olde english is cringeworthy, but the text is so much deeper in character development, too.  Can KO be run on a PSP?  I like FFT enough that I could totally justify getting an old PSP 2000 on ebay to carry around to play KO.
5
Help! / Which Near-Vanilla Rebalance to Use?
January 06, 2018, 02:25:32 pm
Hey all, I've read and read on threads about this, so I'm not just skipping my own forum-reader's duties, here...  (BTW, hello, long-time lurker, first-time poster!)

I'm hoping to find a mod that rebalances classes and improves AI and enemy abilities.  I don't need a harsh difficulty spike, and I hate nerfs.  I tried one of the difficulty-increasing mods years back (1.3 maybe?), and I hated it.  It wasn't a "fun" increase, and the difficulty felt "artificial."  Ideally, I would love *any* level of added difficulty if it was based in AI and rebalanced abilities.  I wouldn't mind, e.g., a nerf on Orlandu, but I would rather see archers and white mages improved to meet other classes, than to see those other classes nerfed.  I like being powerful, but having my power properly checked by an also-powerful AI and battles that are stacked against me - but fairly so.

Particularly, I worry about early-game battles being difficult, before I have the opportunity to really pursue my own tactical and strategic development.  But I would love for the deep dungeon and bosses to seriously challenge my *tactical* abilities!

So, for those who have played and experienced them, which mod am I looking for?  I'm pretty stuck between LFT and KO, right now, but I might be missing some other options, like the newer Git Gud.  In particular, it looks like KO may do a better job in buffing AI, while LFT does a better job in buffing player classes.  I really do want the player abilities *rebalanced*, but KO looks like it might be a bit too heavy-handed for my taste.  Maybe that's just from reading their hard-to-parse changelogs.

Any thoughts?