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March 28, 2024, 07:30:23 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - ShadowSkyle

21
New Project Ideas / Re: Community Mod
July 05, 2012, 07:04:21 pm
Ouch. Well, if this is the story we decide to go with, I'l let you know and we can start it back up.
22
New Project Ideas / Re: Community Mod
July 05, 2012, 06:57:39 pm
Eternal has stated on IRC that he would like to see a story about Barinten or one of the Khamja Units during the 50 Years War. Any other suggestions/requests as to the main character or setting of this mod?
23
New Project Ideas / Re: Community Mod
July 05, 2012, 07:05:55 am
The poll has ended. Results are listed on the first post. The story will be written about some time before the Lion War. Before I put up the next poll, it's time for a bit of discussion. How far before the Lion War should it take place? Would you like to see events leading up to the Lion War? Should we go further back, to some prior historical event in Ivalice? Is there any particular character you would like the story to be about? Share and discuss your opinions here! You never know if we might write about your idea!
24
New Project Ideas / Re: Community Mod
July 03, 2012, 09:44:03 am
@Neophyte: Yes, Throw and Item have too many abilities for one menu. So a couple items may be consolidated or removed to make way for a couple throw commands. It'll work out.

We're not trying to make this similar to D&D. Tactics is it's own game, and should remain that way (at least for this mod).

As far as anyone being able to use Item goes (from your earlier post), you don't need to be a chemist to use such items, only to make them. Case-in-point: as a soldier, I was trained in field medicine. It's part of all soldier's training. And in FFT, most of the units began as cadets (A few exceptions, such as Mustadio, but it can be argued that he learned it for his dangerous job as well). I don't have to understand how morphine works, to know how and when to use it.

Weapons were not exactly assorted into size categories. A broadsword is generally 30 - 45 in. in length. A longsword was 47 - 59 in. Katanas generally ranged from 34 - 43 in. Right in the middle. Regardless, merging katana and ninjato is an effective method to be able to add a new class of weapons!

As far as throwing is concerned, very few wepons are crafted to be effectivily thrown. Just because a spear holds a similar shape, does not mean it's weight/balance/specific shape is arodynamic enough to be thrown with accuracy and distance in mind. Limiting the amount of weapons that can be thrown also allows for easier damage balancing of the skillset.

Hope this helps!


On another note: the poll is close, and can be recategorized as people wanting a Vanilla FFT based story, and a new one. So the poll is going to be consolidated into the two favorite choices. Please re-vote for your favorite!
25
New Project Ideas / Re: Community Mod
July 02, 2012, 03:22:11 pm
On to the next topic of discussion: Monsters. What monsters should be in the game? Which ones need to be replaced? (Keep in mind that there is currently no one spriting for this mod, so we have to go off of Vanilla monsters and/or sprites submitted on this site)
26
New Project Ideas / Re: Community Mod
July 02, 2012, 12:00:47 pm
The community has voted for a new story in the Community Mod (results on 1st post). Now it's time to decide when this new story will take place. Cast your votes now!
27
New Project Ideas / Re: Community Mod
July 02, 2012, 02:58:19 am
Will it allow you to select something other than the predetermined second parameter?
28
New Project Ideas / Re: Community Mod
July 01, 2012, 10:56:35 pm
Wow. This poll is running away quickly. Lol. Will likely be taken down tomorrow.
29
New Project Ideas / Re: Community Mod
July 01, 2012, 04:00:01 pm
I have a copy of the list outside of this site, and I'm consolidating the info for each job and reposting a spoiler with all the jobs and their descriptions in one, easy to access spoiler.
30
New Project Ideas / Re: Community Mod
July 01, 2012, 03:45:41 pm
Will be returned when the winners are announced.
31
New Project Ideas / Re: Community Mod
July 01, 2012, 02:52:24 pm
Didn't realize I could reset the votes for a new poll. Will do that for future polls.

New poll is up! Do you want a new story to go along with the new mod? Feel free to discuss any ideas you might have as to the direction of the new story, or why it ahould/shouldn't change!
32
New Project Ideas / Re: Community Mod
July 01, 2012, 02:20:11 pm
Job Submission is now closed! Thank you everyone for your submissions. Look for the next poll and topic in the Community Mod to find out the winners and to give your opinion for the next aspect of the game!
33
New Project Ideas / Re: Community Mod
June 30, 2012, 12:48:19 am
Last call for job submission! The winners will be chosen starting Sunday, July 1st (Exact time is unknown) and will be announced as soon as they are all chosen! If you have any jobs you wish to post before the decision is made, do so now!
34
New Project Ideas / Re: Community Mod
June 29, 2012, 04:17:42 pm
That's not good. Though it would explain why they don't just toss a phoenix down to Teta. lol.
35
New Project Ideas / Re: Community Mod
June 28, 2012, 11:08:02 am
Alright, I'll put in one more class.

Job Name: Warlock
Job Purpose: Magic/Harassment
Job Description: Arcane practitioner that focuses in torturing his enemies.
Gender Availability: Both
Skillset Name: Curse
Skillset Description: The Warlock curses his enemies to render them incapable of fighting effectively.
Ability Types: De-buff spells/DoT
Additional Info: Can wear clothing or robes. Low MP/High MA (Used for dealing damage with books. If books remain physical, then the Warlock's PA will increase, while his MA will decrease).
36
New Project Ideas / Re: Community Mod
June 28, 2012, 01:05:33 am
@formerdeathcorps: Can we merge Throw and Item? They open two different inventory areas (Weapon and Item respectively). When I tried to give the Ball command to Chemist, it wouldn't work. Also, I would definitely hate to see katanas removed from the game. Realistically, there were far more types of katanas than ninjatos, especially since ninjatos originated as shorter versions of the katana in order to deceive samurai into thinking the sheathed weapon would take longer to draw. I'd sooner just make some of the katanas as ninjatos, effectively combining the two types of weapons.

On another note, I'm very excited to see this mod forum taking off. For a while after I started it, it remained silent with but a few submissions. Thanks to everyone for adding their say and allowing this mod to begin it's path to greatness!
37
New Project Ideas / Re: Community Mod
June 27, 2012, 11:56:30 am
Some very nice concepts, though I'm not sure how much of it is obtainable. For example, the ninja command list including Ball and Shuriken as well as other abilities runs into a menu problem. If you set the menu to access the weapon list so Ball and Shuriken can be used, the other abilities will not work (and vice-versa). This is why jobs in FFT Vanilla whose skillsets included menu-specific abilities (Chemist, Geomancer, Ninja, Samurai, etc) had ability lists comprised of only those types of abilities.

Reworking Throw to be innate, but learning abilities through Equip skills is a wonderful concept, but I believe it would take most of the abilities away from NPCs. How many of them learn equip abilities, especially those outside of their jobs unless they're using that ability.

In my opinion, several items shouldn't even be throwable. (For example: Knight swords are huge. How far could you realistically throw it and what are the odds you hit blade first? Or Sticks...There's no point on them. Throwing a dull object like that might sting a little, but how much damage are you really going to do to someone with it? You'd be more effective throwing a stone, as you can throw it faster and hit more precisely)

"That really hurt! I'm going to have a lump there, you idiot. Who throws a shoe?! Honestly?"  -Austin Powers-
38
New Project Ideas / Re: Community Mod
June 27, 2012, 09:19:39 am
The first poll, Mod Difficulty, is up. Vote now!
39
New Project Ideas / Re: Community Mod
June 26, 2012, 04:44:40 pm
To keep the class viable, there will likely need to be some more spells added, but that's a simple trial and error process.


I'm about to start making polls, but I don't want to spam this forum with polls for the mod. Any thoughts? Perhaps the community mod discussion can get it's own spot on the forums where each poll can be posted?
40
New Project Ideas / Re: Community Mod
June 26, 2012, 01:45:03 pm
I like the idea of mixing throw/item. Gives both a little more viability. And it could easily be made a third basic class. We would just branch out in three different ways: Physical, Magic, and Other (support, etc. Whatever it winds up being called)

I also really like altering the jump skill to make all of them required. Always thought it should have been that way to begin with.