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Messages - Luc

1
This mod is pretty awesome, I do think that the difficulty needs tweaking (down).
I know many people (including myself) like having it harder than say vanilla, but for those that want to be able to play the game at a level comparable to vanilla should be able to just for the sake of enjoying such a wonderful mod.

Also, your team has done an awesome job with making the game really feel like a legit sequel (speaking in terms of dialogue, animations, sprite work, etc).

EDIT; was also wondering, how does the scaling work in the mod? Do story battles scale to general level?
2
The Lounge / space based srpg?
March 04, 2013, 10:45:57 am
anyone know if there are any games out there (for any system) that are strategy rpgs similiar to FFT (turn based, etc) except in space?
Like the units would be ships?
Lately I thought it would be kind of cool to play a game like that.... just wondering if one exists.
3
FFT+ / Re: The 64,000,000 gil question >_>
February 16, 2013, 10:24:56 am
@Kasta -- may be too late now, but you can play the psx version on your psp, patched! You just install CFW (custom firmware)- which is really easy, then convert the patched ISO using a program called psx2psp to make the eboot, load that onto your psp and voila (it sounds a lot harder than it is trust me).

I've done this for 1.3 and Rebirth mods and both have worked flawlessly-- haven't tried FFT + yet simply because I am patiently waiting for v1.02
4
FFT+ / Re: Revised Script, First Draft
February 15, 2013, 11:00:27 am
I don't mind profanity, don't get me wrong! I just don't think Delita would say something like that.
Algus or Gafgarion on the other hand, I'm sure they'd be swearing up a storm haha!
5
FFT+ / Re: FFT Plus 1.02 upcoming changes
February 14, 2013, 08:48:46 pm
awesome!
6
FFT+ / Re: FFT Plus 1.02 upcoming changes
February 14, 2013, 01:02:45 pm
Will being able to steal from randoms be back in 1.02 because not being able kind of makes thieves steal ability not nearly as useful.
If you made it so black mages could only use black magic spells during story fights they'd be pretty useless too, see what I mean?
7
FFT+ / Re: Revised Script, First Draft
February 14, 2013, 12:47:43 pm
I read the first scene (at the monestary) and was pretty disturbed by Delita's change in script during the segment when he says "Blame yourself, or god."
Adding in the "Tough shit bitch!" just doesn't seem like him in anyway whatsoever, I could see Gafgarion or Algus acting like that but not Delita.
8
FFT+ / Re: FFT Plus 1.02 upcoming changes
February 05, 2013, 06:32:42 pm
I realize its psx only, but you can play psx games on the psp (if you have CFW, which I do), the document.dat would be for that!
I actually have 1.3 psx version loaded onto my psp atm, but FFT+ sounds better so I can't wait!
9
very exciting looking project!
Just curious, by Ch.1 do you mean just the first ch. of the vanilla game is converted (so there would still be 3 other ch.s to go) Or do you mean that you plan on releasing Jot5 in more of a sequel manor - like ch.1 is a full length game with story, as is ch.2 etc etc?

I'm assuming you mean the first rather than the later which makes me sad because this looks so awesome and that would mean its going to be a long time before its complete and that makes me a sad panda lol
10
FFT+ / Re: FFT Plus 1.02 upcoming changes
February 05, 2013, 08:58:58 am
what is vanilla +? Didn't see any page for it anywhere.
I'm assuming Jot5 is the "Journey of the 5" Mod? You're working on that too?

In any event I'm really looking forward to FFT+ v1.02 -- I've already been thinking about starting to make a psp document.dat manual like I did for 1.3 but with more info in it, but not sure exactly which bits I can get from your master guide (still missing poach list) that would apply to 1.02 vs 1.01c Beta
11
FFT+ / Re: FFT Plus 1.02 upcoming changes
February 04, 2013, 02:24:50 pm
A few questions about 1.02 patch;
This thread was created over a year ago... any ETA (sorry I know thats a jerk question that probably gets asked a lot)?

When you say that we'll have to steal "Rare items" during ch. 4 fights-- are you referring to story fights (meaning there will be only one of said items) or random fights (meaning you could farm as many of them as you want)? If it applies to randoms then thats awesome, I've always hated the idea that there are items that can be missed or only obtained one of, although chantages need to be changed to 'on start' instead of 'permanent' for sure lol, those are too overpowered.

Level cap 50; why? does this include monsters being capped at 50, and again why?

no more move +3? i don't get this at all, if anything shouldn't move +3 be added (for females), I mean its not overpowered since height and terrain restrictions still apply.

All the other stuff sounds great, but the above I find to be kind of odd changes...
12
Completed Mods / Re: WotL Slowdown Removal Fix PPF
October 02, 2012, 03:21:26 pm
to much of a hassle to try and find a different iso on the net, and i don't know if its possible to convert the eboot version I have (bought on psn) and get it to work, so I'll just stick with the plugin version which works fine for me  :cry:
13
Completed Mods / Re: WotL Slowdown Removal Fix PPF
October 02, 2012, 06:57:14 am
also not working
6.60 PRO-B9 btw
14
felt like giving this mod a play through now that I got my psp running psx games, and I wanted to have a nice reference manual I could easily access offline (for when im not home)
anyways made a DOCUMENT.DAT file with basically all the pertinent info I could copy paste from the nexus site, felt I should put it up here for anyone that may want it
It has all the item (armors/weps) info, job requirements and changes, character changes, description of enhanced random battles, poaching list -- basically all the stuff under the features section of the mods website.

the SCUS I used to make the eboot is SCUS94221 so if you're using a different one than that I'm not sure it will work

EDIT: in case you don't know how to use the file, all you have to do is put it into the same location of your EBOOT.PBP file on your psp, then when you have the game running hit the playstation button and choose 'software manual'
EDIT 2: cleaned it up a bit to make the job requirements page easier to read and added a table of contents
15
Completed Mods / Re: WotL Slowdown Removal Patch
September 17, 2012, 08:42:18 am
I just had to post, set this up the other night, works perfect with my retail psn copy, freakin awesome patch!
makes the WotL version playable!
16
PSX FFT Hacking / Re: FFT Ω - mod help
September 22, 2011, 05:50:42 am
lol feel like my head is going to explode, managed to create the skill and name it, but i cant get it to work T_T when I use it in game it just does nothing and skips straight to wait
17
PSX FFT Hacking / Re: FFT Ω - mod help
September 22, 2011, 04:43:39 am
Quote from: formerdeathcorps on September 22, 2011, 04:41:30 am
You take a skill you want to override or one of the blank ones before potion.  You simply insert the desired formula/range/AoE/X/Y value.  To learn about this process, it is helpful to start by copying the flags from existing skills (so if you want to make Cure 5, compare from Cure 4 and copy the AI and ability hit flags accordingly).  Once you get a feel for it, you can figure out which flags do what (approximately) and then simply use your judgment to set AI and hit flags.


ok but how do you modify its name?
18
PSX FFT Hacking / Re: FFT Ω - mod help
September 22, 2011, 04:29:01 am
so, ya, can anyone tell me how to make new skills in FFTPatcher or is that not possible?
19
feature requests;

-rename anyone at soldier offices
- Limit skills don't require materia blade (i know you enhanced the item itself but still, option should be there) (haven't gotten far enough to see if this is in the mod or not, but i didnt see it in your list of things you changed)
- samurai draw skills - do they still have a chance to break weapons cause that sucks lol, also do they still require specific blades? cause that sucks too haha

other than those things I cant think of anything else atm
20
Works in Progress / Re: FFTXI Beta v0.1 Released
September 13, 2011, 11:12:48 pm
this looks really cool, I loved FFXI (beta tested it for the ps2 way back a year before it came out) and played it for many years, always wished for a single player version of it-- i guess this is as close as it will get, which is ok considering FFT pwns face too haha!

EDIT: ummm this is the first mod I've come across that has more than just a simple .ppf file to patch over an iso -- how do I set this up to play it, do I just use ppf-o-matic like other mods?
EDIT2: why does the Ranger job have all the skills from geomancers? Doesn't really match with the job abilities of the ranger in FFXI