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Mediator
Eternal [Posts: 3034]
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  • [December 08, 2017, 03:05:27 AM]
Re: Final Fantasy Tactics A2: A Clan's Journey
« Reply #60 on: December 08, 2017, 03:05:27 AM »
If you made a formation editor, we would love you forever I think, haha. Definitely need one to really continue working on my own FFTA2 mod.

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
lepiton [Posts: 7]
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  • [December 09, 2017, 12:12:36 AM]
Re: Final Fantasy Tactics A2: A Clan's Journey
« Reply #61 on: December 09, 2017, 12:12:36 AM »
Ok I think I understand how the enemy formation data works based on the Lennart's charts. I'm gonna take a look at his ability editor because it seems like it wouldn't be that hard to adapt one of the current tools into what I'm trying to do. I probably need to write up a quick algorithm to figure out what abilities and equipment its legal(as in unlikely to crash the game or need new animations) for each enemy unit to have and then I'll organize everything by the specific battle.

Getting tired of scrolling through this excel sheet so I'm writing some SQL queries to find the information I need. Since I'm really rusty on SQL this may take a bit.

Update:Okay as a test run to make sure I know what I'm doing before trying to create a new java application I'm going to try and update lennart's job editor so that job requirements/and names can be changed in it.(figure this would save time when trying to replace/edit jobs) Problem is I can't find the data about job requirements you mentioned in the spreadsheet. Some help would be appreciated.
« Last Edit: December 09, 2017, 06:28:58 AM by lepiton »
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  • Stormlag [Posts: 21]
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    • [December 09, 2017, 10:40:38 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #62 on: December 09, 2017, 10:40:38 AM »
    Its good that the game is really getting attention... I like this game better than FFTA because of the graphics. Thats it mostly... I'd gladly check out if there's bugs on the beta versions... i'm getting giddy...
    Zeke_Aileron [Posts: 51]
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    • [December 14, 2017, 06:50:28 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #63 on: December 14, 2017, 06:50:28 AM »
      Sorry about not being here for that past few weeks, it has been hectic for me with irl stuff, but anyways an Enemy Formation Editor would be really nice actually since doing hex edits for the enemy formations is very tedious and slow.

      Anyways for more up to date news assuming ya'll are here for that :) (I will be updating the main Post as well for this along with some stuff i've been meaning to add into the mod):

    And for some stuff i'm still asking for:
    Stormlag [Posts: 21]
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    • [December 15, 2017, 05:02:52 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #64 on: December 15, 2017, 05:02:52 AM »
    - I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
    - Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
    - I like changing the Geomancer's skills cause they are pretty much useless(my play through)
    - I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
    - Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

    I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!
     
    Zeke_Aileron [Posts: 51]
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    • [December 15, 2017, 07:01:01 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #65 on: December 15, 2017, 07:01:01 AM »
    - I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
    - Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
    - I like changing the Geomancer's skills cause they are pretty much useless(my play through)
    - I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
    - Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

    I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!

    Everything within Mirror items is getting changed into unique abilities requiring the said items still for the Gria's new job class which will "Mirror Items"(new name is not revealed yet) and 7 unique action abilities.

    I already implemented the unique units abilities in the current build i'm working on to see if it's good.

    I might make the Illusionist's action abilities requiring a "Rod" weapon equipped to use them to cancel out the cheesiness of that Hume combo skill set, so certain ability combos won't work.(Most likely will)
    Like for instance, you can equip the entire "Hunter" skill set and use all the abilities in it as any Job, but you can't use "Ultima Shot" without a Ranged weapon equipped, and in this case ranged weapons tend to be weaker than melee weapons in this mod to fluctuate weapon use in formations, same for classes that use abilities with "Shot" in it's names.

    Blue Mage is no longer a job in this mod, something else takes it's place in the current build, i updated the main OP with a bit more information on that, and i also want to make every ability viable in the right situation.

    The pace i'm working on for the mod is pretty steady since some stuff i had to actually learn like job assigning, like if i wanted too i can make the Nu Mou's Keeper Job class available to the player:
    , i'm also able to freely edit a job classes prerequisites which can be a minimal of 1 to a max of 3 jobs needing 1-8 abilities mastered, i also learned how to completely remove a Job's prerequisite so you don't have to go through the game's story to do the mission to unlock said Job. which i learned do this from this post: http://ffhacktics.com/smf/index.php?topic=11815.0 thanks to the person who wrote it.
    « Last Edit: December 15, 2017, 07:40:36 AM by Zeke_Aileron »
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  • Stormlag [Posts: 21]
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    • [December 15, 2017, 09:38:05 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #66 on: December 15, 2017, 09:38:05 AM »
    I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.
    Zeke_Aileron [Posts: 51]
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    • [December 15, 2017, 10:41:02 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #67 on: December 15, 2017, 10:41:02 AM »
    I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.

    Ah that's very nice, if your friend has anything interesting to say i'm open to listen for some new ideas  :) , Oh yeah the rod requirement is definitely going to be in the mod since i still lack the ability to remove Clan Privileges, i have to do a lot of ability reworking for Luso's Unique Job, the Gria's New Job, the Seeq's new Job which is replacing Ranger into another Physical related Job for them or just remove the Mirror Items ability and make a new ability for them and keep Ranger as is, changes to make Agent as a new normal Job for Humes(will have Parivir's sprites, so essentially Fusiliers, but for Humes.)

    I have Agent's and Tactician's stats settled in, i'll most likely release the next patch update when the new Gria Job is implemented completely along with the newer version of the Luso update altogether, which is going to be great.
    Stormlag [Posts: 21]
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    • [December 16, 2017, 02:17:44 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #68 on: December 16, 2017, 02:17:44 AM »
    Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)

    Also, I don't really use often Speed Clan Bonuses but I think removing it would make the "Master Hands" Clan Trial really hard (haven't beaten it without at least Speed ^3 (and super luck from Hestia) in all my playthroughs, I don't know if its possible later on)

    I'm excited on your take on the Bangaa classes and I didn't know about that Keeper No mou class being scrapped from player use at all... KEWWLL

    Zeke_Aileron [Posts: 51]
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    • [December 19, 2017, 01:43:41 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #69 on: December 19, 2017, 01:43:41 PM »
    Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)

    Nah any suggestion is great and you know what that suggestion gave me to go do, i updated the main OP with this as well, so check it out.


    I like the Blue Mage's sprite for the Duelist job class, and i completely agree that the Parivir's sprite doesn't fit well for Agent even though i did read on a few wiki's for Samurai's that they did use guns back then which was new for me; however, i did the changes in that spoiler which will be the new job class replacing the Agent job class leaving the Archer and Hunter job classes as the only ranged jobs for Humes, but i will be adding Guns as a use to Rogues since both Humes and Moogles can use them.

    Oh and Duelist will most likely have the same job requirements as Bushi since they seem to be equal in terms of stats besides abilities, so hopefully you like this. :)
    Stormlag [Posts: 21]
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    • [December 20, 2017, 12:08:22 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #70 on: December 20, 2017, 12:08:22 PM »
    Yes I want the Humes to be able to use guns for so long (was hoping for it to be Luso (with Tactician class not swords but might have sprite problems with that?) or the Hunter makes more sense too ( but might have problems with the Gria class so meh)

    Rogues using guns is good too... makes Rogue AI enemies might pose some good battles in the future if ever this was implemented in enemy use...

    But this might prove the Fusilier class really obsolete not that it was ever really used though...
    Zeke_Aileron [Posts: 51]
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    • [December 20, 2017, 01:14:49 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #71 on: December 20, 2017, 01:14:49 PM »
    Yes I want the Humes to be able to use guns for so long (was hoping for it to be Luso (with Tactician class not swords but might have sprite problems with that?) or the Hunter makes more sense too ( but might have problems with the Gria class so meh)

    Tactician is a Sword/Book class which is based from Fire Emblem Awakening, and Gria's can't use guns because of no animations for it.
    Stormlag [Posts: 21]
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    • [December 20, 2017, 02:38:37 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #72 on: December 20, 2017, 02:38:37 PM »
    :D I'm a Fire Emblem fan too so I got that reference (some Luso's Tactician Spells hahah) never played beyond Nintendo DS and Gameboy advance though

    Zeke_Aileron [Posts: 51]
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    • [December 20, 2017, 09:06:49 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #73 on: December 20, 2017, 09:06:49 PM »
    :D I'm a Fire Emblem fan too so I got that reference (some Luso's Tactician Spells hahah) never played beyond Nintendo DS and Gameboy advance though

    Ah ok, but yeah i loved Robin's design and class in Awakening, and if editing the actual sprites was a thing, i would edit Luso's unique sprite to look similar as Robin but keeping Luso's signature cap in a different color.
    Stormlag [Posts: 21]
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    • [January 07, 2018, 02:40:07 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #74 on: January 07, 2018, 02:40:07 AM »
    The Speed ^3 is badly needed in the Clan Trial "Master hands" and also needs a whole lot of Luck cause the Pots appear randomly.
    Can the Luso sprite use Lennart(Heritor) or Scathe(Sage) ability? I'm gonna try it in the ability editor

    Lost my save file and now replaying the game entirely (Didn't get to complete all Tactician spells so I didn't get to test out the last few abilities T_T
    Zeke_Aileron [Posts: 51]
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    • [January 07, 2018, 09:16:25 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #75 on: January 07, 2018, 09:16:25 AM »
    The Speed ^3 is badly needed in the Clan Trial "Master hands" and also needs a whole lot of Luck cause the Pots appear randomly.
    Can the Luso sprite use Lennart(Heritor) or Scathe(Sage) ability? I'm gonna try it in the ability editor

    Lost my save file and now replaying the game entirely (Didn't get to complete all Tactician spells so I didn't get to test out the last few abilities T_T

    The clan privileges for speed^ might stay since i'd have to change every clan trial into something else which requires alot of editing the hexes and it's pretty slow since i don't have anything interesting to change them with, and or want too.

    Any unit/job can use any kind of ability animation as long as the unit's animations are still tailored towards their race and is in the base game, so for example you can make a "Magick Frenzy" ability for the Gria's or a "Dual Wield" ability for the Bangaa's, but since the Gria's and Bangaa's didn't have any proper animations for these it might crash the game similar to how "Al Cid" crashes the game if he's using any weapon that's not the gun.
    Stormlag [Posts: 21]
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    • [January 08, 2018, 02:13:18 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #76 on: January 08, 2018, 02:13:18 PM »
    So that means Scathe is out of question... Hmmn... Luso can't access Heritor Class but I did see Lennart which is a Hunter Sprite use it... but he may be different. so I'mma check it out

    So maybe the Illusionist job should really be out of the Humes class I guess and keep them in Nu mou class... that maybe gives me incentive to use Nu mou.

    Also Al Cid sucks...

    Thanks man! Can't wait!
    Zeke_Aileron [Posts: 51]
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    • [January 08, 2018, 06:59:10 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #77 on: January 08, 2018, 06:59:10 PM »
    So that means Scathe is out of question... Hmmn... Luso can't access Heritor Class but I did see Lennart which is a Hunter Sprite use it... but he may be different. so I'mma check it out

    So maybe the Illusionist job should really be out of the Humes class I guess and keep them in Nu mou class... that maybe gives me incentive to use Nu mou.

    Also Al Cid sucks...

    Thanks man! Can't wait!

    Not per-say, Scathe is just an ability animation, it can easily be replicated into a normal job ability with proper hex editing cause Adelle is a Hume same with Luso so they already have proper race animations in the base game to not make anything crash.

    i'm pretty sure Al Cid is non existent in my mod.
    Stormlag [Posts: 21]
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    • [January 09, 2018, 05:36:39 AM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #78 on: January 09, 2018, 05:36:39 AM »
    Thinking that it could be great as an Ultima kind of technique exclusive for Luso... Since Ultima Shot requires Greatbow use maybe it can be applied to Luso but only when he uses books
    Stormlag [Posts: 21]
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    • [January 20, 2018, 12:37:10 PM]
    Re: Final Fantasy Tactics A2: A Clan's Journey
    « Reply #79 on: January 20, 2018, 12:37:10 PM »
    Me again... I found a bug when using the Soldier skill "Duo Hit" with a bow causes the game to freeze. This doesn't happen too often but did happen to my playthrough a couple of times already...

    The pic really doesn't show if it freezes but it does
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