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Messages - Celdia

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1
I've seen that pop up, too. I've deleted every instance of that text from the patch and it still shows up. I don't know where I'm missing it, but I don't think anything is actually tied to that skillset though. Even if there were, it wouldn't be very game altering I don't think. I wouldn't worry about it. Just another random bug I need to chase down.

Also, the hell are you playing that on? I didn't think any mobile software emulated my patch without major crashes at Orbonne. o_o

2
Celdia's Complete Patch / Re: Brand-New Master's Guide
« on: April 01, 2017, 03:00:57 AM »
If I ever get this thing to a finished state I'm happy with I'll put together a Master Guide again but like Angel said I've just got so much else going on currently that CCP 2nd is very much at the bottom of my priority list, I'm sorry to say.

3
This looks great - a lot of which I have been trying to figure out. Do you allow people to use it as a base to build upon?

I'm pretty sure she'd be nothing but happy for others to build upon her work, since that was her original intention for releasing CCP2 in an unfinished state. Nobody, not even her, thought she'd keep working on it, so it's still not in a final sort of 'use this as a base' patch, but it doesn't need much to be used as a base.

^ This, mostly. You're totally welcome to use it as a base if you can make it work for you.

Loving the game so far but i have a few questions:

1 - Does anyone have the job tree for this version?

2 - I made Ranza a custom class and it worked amazing on this version of the game, but he is lacking the "equip sword" skill and after checking the FFTAC-TEXT I saw that the "Equip Sword" was replaced, is there a way for me to have this skill back?
I tried to hex edit to add the Sword part the "equip Armor" with no luck



The job tree from the first post of this thread, http://i.imgur.com/BwvI5FF.png should be accurate.

There's no way to replace Equip Sword without modifying something else existing in the patch.

4
Celdia's Complete Patch / Re: Question
« on: March 02, 2017, 06:40:34 AM »
Haven't run into that error before. Maybe post me a memcard file and I can see if I can replicate the error from your save.

5
Celdia's Complete Patch / Re: A question for job tree
« on: January 15, 2017, 06:59:00 AM »
The tree posted in the other thread should be the current one. Relinking it here for clarity.


6
Here's a full spoiler list for Rad's Blue Magic.


7
Friend of mine has been putting a lot of work into a new game and I was hoping it might get some love from the crew here.

If you're a fan of games like Wizardry or Etrian Odyssey but would like something a little darker, I might have something you'd be interested in.

If you're willing to burn 5 minutes of your time, head on over to https://www.kickstarter.com/projects/93546740/shrine-of-orm and watch the video. It makes a better case for the game than I could just typing about it here. If you're interested, give it some props for Greenlight or maybe make a KS donation.

Here's hoping you like it.

8
Glad to hear you're enjoying it. :D

Ah, those messages are holdovers from vanilla. I'll have to look into fixing that. The reason is Vanquisher used to be Ninja which has Two Swords built-in and there's something set in the game to stop you from setting it where its already applied. I thought I'd fixed that before. Brawler is doing the same thing but from Mediator.

There is no Secret Hunt equivalent because poaching currently isn't a thing in CCP2. I may add it back in later, but as of right now I haven't found any application for it I like.

9
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 25, 2016, 06:18:24 AM »
Did a quick update after getting some playtesting in on the last few fights. Hashmalum should be more managable and hopefully now Altima will do more than stand there and spam one spell poorly.

10
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 21, 2016, 04:57:15 PM »
Sorry Hey, azavier. Work on this project has slowed considerably and its very much on my back-burner most of the time. I can't give you much of a schedule idea for completion because I just don't find a lot of motivation to buckle down and get things done on it. I'll keep trying to get a bit more done though. Most of what's left is just setting up the battle events now. And since you asked so nicely, I'll see if I can push through a bit more today. Check back this evening and see if there's an update.

Uhh, yeah. Sometimes you just don't realize how close you are to something until you sit down and rough it out. All story battles up through the final battle with Ultima should be complete now. I haven't playtested anything of the new stuff though so if you find something wickedly out of place/broken, let me know. Enjoy.

11
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 15, 2016, 07:47:46 PM »
Alma's skillset is bugged because I swapped up the skillslot that MBarrier was in for something new and forgot to remove it from her skillset so she gets to be silly until I remember to fix it.

As for enemy gear, they are limited to what's in the shop when picking Random equipment, so its entirely possible they'll spawn in with really old stuff at random. Level has no effect on what they spawn with.

12
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 10, 2016, 02:35:15 AM »
Yeah, I need to just blank out that skillset entirely. It keeps popping up and it really has no business doing so at all.

The Dolphin Kick thing is known, just not sure how to fix it without changing the animation entirely. It doesn't affect gameplay directly though, thankfully.

13
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: September 07, 2016, 05:36:26 AM »

14
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: September 07, 2016, 05:19:05 AM »
Small update. Some animation and skillset bugs attended to. Updated the battles in Igros vs Dycedarg/Adramelk. Fixed a few other nagging bits. Hopefully nothing else broke in the process.

15
FFT Arena / Re: Team Submissions 1.4a (Old, for reference)
« on: August 30, 2016, 08:53:59 PM »



16
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 30, 2016, 04:59:45 PM »
*walks in, reads the sign about the deadline, checks her watch*

Oh, god damnit...

Well. Good luck, everyone! :D

17
The Lounge / Project AM2R v1.0 release (Metroid 2 remake)
« on: August 07, 2016, 12:13:14 AM »
I know some other folks around here were interested in this project. Just in case you haven't been keeping up though, version 1.0 has been released, meaning the project has been fully realized and is complete! For those not familiar with it, this is a wonderfully faithful and incredibly conceptualized remake of Metroid II: Return of Samus. It may well become the definitive version of the game with fan acclaim. If you're any kind of a fan of the 2D Metroid titles, give it a try. I can't imagine you'd be disappointed.

Downloads and info here: http://metroid2remake.blogspot.de/p/am2r-downloads.html

18
Celdia's Complete Patch / Re: How is Phoenix Mortar supposed to work?
« on: July 28, 2016, 04:03:50 AM »
They ARE supposed to revive at 0 HP. They will fall again if the game forces them to check their HP. Any damage and I believe some attempts to apply status trigger the check, possibly some other stuff. I forget what exactly. I'm pretty sure their own End of Turn also checks HP so if they have a healing skill that works at instant speed (Bandage) they can save themselves from dying again but something with a CT (Aura) would never get cast because they'll fall first.

It's kind of a Hail Mary revive strategy. You need to be ready to follow up with some healing.

19
I really need to figure out what the hell poaching can be used for in my patch. When I had the Chef class in there I had this whole thing where monsters dropped poachables of their respective Chef-skill items but since pulling that out I haven't had anything worth replacing it with. I still don't know if I'm going to put it back in at all. I'd try putting in the synth shop hack but I have a feeling something that complex trying to work with CCP would make the whole damned project implode.

20
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: April 24, 2016, 03:30:12 PM »
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.

Thank you for the kind words. I hope the patch - though incomplete - continues to entertain. :)

I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.

Ramza's skills change from Ch1 to Ch2 and then again from Ch3 to Ch4. If you didn't buy them early, they cost more later on. So its like free upgrades to early purchases.

As for the Wondertwins, I'll have to doublecheck their equipment access. Never know if it was just an oversight or something I'd planned to give them and forgot to set properly.

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