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Messages - RavenOfRazgriz

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I should take the moment to point out while I'm posting here that the raw stat spread on units in Journey of the Five is different from Vanilla FFT.

This isn't too noticeable on humans but is drastically noticeable on monsters.

Journey of the Five Ch.1 / Re: Bug Reports
« on: April 05, 2014, 04:49:41 AM »
Considering Monster's Kin has literally no effect to apply on the current release of Journey of the Five, the fact you used a gameshark to add Monster's Kin to your Animist doesn't matter.

To learn an Animist skill, you have to be in the Animist Job, and both be hit by the skill you want to learn and not be hit with or currently be under the influence of any Status Effect that stops your Reaction command from applying, kills your character, or gives control of your character to the AI.  You have to also get lucky as the learn rate on those skills is not 100% on the current version.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 12, 2014, 10:19:49 PM »
Quote from: formerdeathcorps
I think you're overgeneralizing from your own personal experience.  For the record, my units were 5 levels lower than yours when I beat Chapter I, and I'm sure Raven can probably do it at Level 18.  It all depends on how much care you put into analyzing the enemy.

I didn't read this massive textwall of a thread I came back to yet but I saw this.

I beat Chapter 1 of Jot5 (in the 1.0 release state, which was noticeably harder than the current version) with a party level average of 9-10 after Ganon Part 2, without performing any nonessential battles for Gil or JP or drawing out any essential battles for farming purposes, without ever entering the Job Change screen (meaning I only ever had Base+Chemist), without using Move-Find Item, without using the Soldier Office, buying every skill in the order of cheapest to most expensive at the first possible opportunity, and with only 1 reset on Ganon 2.

Yes, I made the damn game (at least in this regard), but uh, yeah.  Most video playthroughs (and non-video playthroughs that I've been made aware of) come out at about Level 15 at the end of Chapter 1.  20 seems to be the upper-end if you've been grinding.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 11, 2014, 09:29:30 PM »
I will go on the record as saying I do prefer a Spell-Charge system to an MP system as a spell-balancing resource, but I use what's available.  Though, if I were to choose between getting rid of MP or getting rid of skill CT it would honestly be CT.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 11, 2014, 01:56:33 AM »
1) FFT Vanilla features abilities locked by chapter. Namely Ramza. His job may technically change between chapters, I can't remember. I do know he has more skills available to him, and he losses access to some from chapter 1 to 2. so if you did not learn them in chapter 1, you lose them forever.
Your Ramza is replaced with a different Ramza between Chapter 1 and 2, and again between Chapter 3 and 4.  No abilities are removed from his skillset during this process, just more are added to the end.  This is far from what you seem to think exists in the Vanilla version of the game.

2) you are releasing the game in installments or at least piecemeal. is it really impossible to not include advanced jobs or certain abilities? (Again, i understand you can't do this now)
Both your posts seem to misunderstand something.  You're expecting easy access to something high end in Chapter 1.  That's not what we intend to do just because "Vanilla did it".  They're there if you want them or if you feel you need them but they have requirements that reflect the points in the game you are "intended" to get them by design - the late Chapter 2 - mid Chapter 3 area.  If you want them sooner you can get them sooner, but the further ahead of the "curve" you want to be, the more levels you need to gain - making monster encounters more dangerous.  You're free to play the game however you deem fit, but expecting to get the best things early on easily just because Vanilla let you is silly.  And yes, each Chapter will include the previous Chapter because it is one full game, not four separate experiences.  We're merely releasing it in parts so people can actually play it as reasonable portions of the game are complete instead of waiting around on a 2-3+ year development cycle for the full thing to be done.

were too lazy

There are going to be changes to a lot of things for Chapter 2 (including some things regarding the JP system) but for the purposes of Chapter 1 and the scaling within Chaper 1 itself the 10 JP per action system gives you timely access to the skills the Chapter is balanced around you having access to.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 10, 2014, 11:02:44 PM »
1. I could tolerate Gained JP Up is removed from most of the patch here in FF Hacktics or Insane Difficulty, but Limiting JP to 10 per Action is... lame... It will take years to Unlock Ninja Class and learned all the best skills. I dunno if there is any out there who want to waste their lives playing the patch under such condition just to make his characters match up to Sephiroth or Ganandorf. I wonder why did the mods usually say "You don't have a life or You have no life"?

It's... Chapter 1.  You were expecting to get Ninjas in Chapter 1? 

JP gain was heavily reduced because Journey of the Five is simply a much longer game than Vanilla FFT (Chapter 1 is about equivalent to 2 FFT Chapters), and there are a host of sidequests and other non-Random Battle options that can also be used to get JP.

Also uh, if you've actually looked at the JP Costs, most of them are reduced by a fairly large %, especially on higher end Jobs and abilities.  No Job takes more than 3000 JP besides Dante's Son of Sparda class to master completely and most skills cost 300 JP or less, so if you want a particular skill, you can get it reasonably.

2. Monster, both in Story and Random Battle is definitely broken, but the AI coding is somewhat stupid or should I say "sometimes". To equally match up your character with this broken Monster you need to:
A>Grind your "JP" not your "EXP" like hell, unlock the Tier 1 Job and learn best skills with 10 JP per Act condition.
B>Abuse save and load states like I did(Assasinate and Finish Touch = 100% Non-Boss 1 ACT KILL). :lol:
C>Make use of AI's stupidity and commence the "Hit and Run Strategy"(You hit from afar, provoke the enemy to come at you by their stupid AI Coding then gang-bang/rape them) which people in Insane Difficulty say "The Real Strategy".

So many people have done video playthroughs showing that this isn't the consistent experience (ie, the only times they "get stuck" are the battles that were made intentionally difficult for the resources I expected the player to have at that time) I'm not really sure how to reply.  I mean yeah, a few of the story fights (ie Sweegy Woods) and a few of the Random Fights (ie Bariaus Valley Randoms) are difficult - especially some of the out of the way random battles - but I'm not sure what you want me to say there.

I'm also not sure why you need to keep up with the random Insane Difficulty slander all through this post.  It doesn't actually... erm... mean anything.

Otherwise, this patch has many positive things:
1. Free game. *Two Thumbs* Up!
2. Good Story/Ideas. It's still not great, though...
3. Good Mechanic = Most Jobs, Skills and Stats are changed.
4. Great Sprite.
5. Good Enemy's Scaling.
6. Etc.

At least you had fun.

Your reasoning is good, but since you always reject any idea given by the users here, that logic comes to my mind.

If you actually read the changelogs that are posted, when each new version is released, you'd find this to be demonstrably untrue.  (JP costs and Gil costs particularly come to mind as things that have changed heavily based on feedback.)

Equipments go as Chapter progress, unless you bother to steal High Lv Human Enemy's equipments.

Random Encounter enemies also scale equipment by your progression in the story so this part isn't true in Jot5.

This means that monster battles are more difficult at a higher level, and human battles less, but at low levels humans can become exponentially more challenging due to your lack of Gil but monsters easy as your gear surpasses their leveling.  That's completely intentional.  It ensures that there is something to challenge the player regardless of how they choose to play the game - you can "customize" so to speak which will be more difficult for you to handle based on how you prefer to play the game.  It keeps your choice whether or not to gain Levels relevant without making it High Levels = Easy Mode.

Journey of the Five Ch.1 / Re: What is Missable in the Game? *Spoiler*
« on: March 08, 2014, 10:01:05 PM »

Both these hacks are in FFMaster's thread. Reaction Rate

+ Charge Bonus Damage (Listed as "Statii gives 50% Bonus Damage" - you just set it so no status gives 50% bonus damage.)

The second one should also be in the default ASM list in newer FFT OrgASM releases under a similar name, though its a more complex hack because it lets you do a lot more things.

Journey of the Five Ch.1 / Re: Bug Reports
« on: March 06, 2014, 05:04:43 AM »
Romar has an innate that allows him to do that, yes.  Tesnya has an innate that allows him to act in Depth 2 water as well.  They're modeled after the Ninja and Samurai Jobs, respectively, which have those kind of traits innately.

Event Editing / Re: Error when trying to decompile TEST.EVT
« on: March 01, 2014, 04:10:15 AM »
System.IO.FileNotFoundException: File not found.

Well, there's your problem.  You don't have everything in the correct spots.  Did you move the exe or something?

New Project Ideas / Re: FFT - The Lion War
« on: February 23, 2014, 12:37:09 AM »
The ASM that allows Mighty Sword to hit monsters will be bundled in the pack of recommended ASM to apply to your ISO, yes.  You will have to apply it yourself using FFTOrgASM (along with the other recommended ASM) but we're not applying any nonessential ASM directly as "undoing" ASMs after they're applied can be difficult for entry-level patch makers, which this project is targeted towards.

Help! / Re: Cd not usable: failed to read .cue file eror. Help me please
« on: February 22, 2014, 05:58:59 PM »
I blame time compression.

*Time Kompression

Spam / Re: For all the lonely folks today...
« on: February 16, 2014, 08:42:38 AM »
Lijj, you're more handsome than the guy in the picture.  Why lie about yourself?
Sounds like Shiva has competition.

New Project Ideas / Re: FFT - The Lion War
« on: February 13, 2014, 09:50:04 PM »
Really? Set-ups are not needed at all? I thought they decided things like if Ramza is mandatory, which ENTD's to load, music, time of day... that sort of thing? Are you telling me that those aren't actually Used or Referenced at all?

To clarify exactly what a "Setup Event" does and why it's not needed:

The game will run an Initial Event from either the World Map or the ATTACK.OUT's Go to Next Scenario.  This Event is the "Setup Event", and yes, it does decide all the things you listed, as well as tells the ATTACK.OUT which Event Script to run.  (Event Scripts are the index for ATTACK.OUT Conditionals.)  The important thing to note for how this works, though, is that any actual contents in a "Setup Event" are ignored.

So, what we do now is place the first actual Event in the "Setup Event" slot, run it from the World Map or Go to Next Scenario to load all these things into memory, then when the Event Script is reached and we begin playing the first ATTACK.OUT Conditional... we run that exact same Event again.  Its contents weren't played last time because it was ignored to build the Loading Screen - but now that we've zoned in and are running from the ATTACK.OUT Conditionals, we can play the Event normally.  And thus, we don't need dedicated "Setup Events" anymore.

New Project Ideas / Re: FFT - The Lion War
« on: February 13, 2014, 01:20:50 AM »
So, even though Raven told me all along that this mod was going to be horrible to us and everyone involved in the "development" /reorganization process.

I know you're high a lot but this mod was still a horrible idea.  Just saying.

Now take your 150+ free event slots and get out.

Help! / Re: glitched sprites?
« on: February 11, 2014, 09:02:14 PM »
what counts as a unique sprite? i was only using base jobs not special ones?
and i wasnt adding units i was simply changing there default job.

Sprites are what each unit looks like visually.  Each unit with a different visual look in turn takes up 1 Sprite slot.  If you have 5 units with the same look by force but different Jobs, they only count as 1 Sprite, but if you make everyone in a battle with the same Job (ie everyone is a Holy Knight) but they do not all look the same (ie one looks like Agrias, one looks like Ramza, one looks like Delita, one looks like a generic Male Knight), they would all count as unique Sprites - in the example I gave, they would count as 4 unique sprites.  This is why most enemy formations only contain 4 visually different enemies at maximum, 3 when the player has at least 1 Guest character, and why the player formation is reduced from Ramza + 4 to Ramza + 3 when 2 Guest characters are in play.  As Elric said, you can only have 9 Sprites in play total before it starts glitching.

Sprites of a different palette (ie the Hokuten Generic Male Knight and the Death Corps Generic Male Knight) only count as 1 Sprite because they are both pulled from the same file loaded by the game, merely looking for different palette information.

Journey of the Five Ch.1 / Re: Bug Reports
« on: February 09, 2014, 04:03:47 AM »
im using this on my PSP currently 

Well, there's your problem.

(NOTE THE SECOND: Currently does NOT work on PSP or on PS1 Consoles.  This will be fixed at a later date.)

For now you need to play this mod on your computer via an emulator, etc.

Teleport 3 Send/Arrive (At least last I talked to Xifanie about it) can't easily be moved because they involve lots of hardcoding.  You could alternatively give Altima II Fly and Float with 16+ Move to get around then use these slots, but a final boss that just kind of hovers around isn't very intimidating.

You can hex edit the animation for a skill such as CT, Jump, etc. which never actually calls its animation and use it to "store" an Effect for an Event, though, as Xifanie mentioned.  I would imagine the data to do this is located on the wiki.

As for which events use these animations, you could simply look up the Event List and Scenario Correlation on the wiki (or open EVSP and set it to the normal Vanilla Event List) and fairly quickly thumb through.  The events are mostly clearly named (I redid that list myself years ago) and both Summon Angel and Summon Demon are used for exactly what you'd expect them to.  The only time they do something other than what their name implies is when Adramelk sends Zalbag to Hell and then proceeds to forget he can do that to your entire party.

Final Fantasy Tactics Hacking / Re: Arrow Guard Hack Request
« on: February 04, 2014, 11:51:16 PM »
Try looking through the threads with publically posting ASM hacks before making requests next time, please.  Most things already exist.

Taken from formerdeathcorps' Collection of ASM/Hex, which you can get a link to (along with many other threads) in Important Links! Click Here First!:

Arrow Guard now blocks gunshots.
0x126128 change 0xF5 to 0xF6
0x12612C change 0x02 to 0x03

The hack you're asking for about Hamedo is much more complicated than it sounds like and currently does not exist.

FFT Arena / Re: Manual Control of AI tournament
« on: February 04, 2014, 07:16:54 PM »
Not really, nope.

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