Does this formula still require monster talk to hit monsters?
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Quote from: nyzer on November 12, 2016, 03:48:01 pm
Overall, you shouldn't change things for the sake of change. "Dorter, Trade City" works just fine; there's no reason to replace it with Merchant.
Then, using the sword skills as an example - I can see why you might want to remove "punch" from the skill names (it's being done with a sword after all), but why are the changes so extensive? There's nothing wrong with Stasis Sword, especially considering it procs Stop. Why change Lightning Stab to Lightning Thrust?
You're on track to one of the major problems with the WotL translation - they changed a lot of things just for the sake of change. Even if something sounds slightly better to you after the change, it's still going to be ridiculously jarring to the people who played the original. I mean, people hated the change from Aeris to Aerith, and that's a much smaller one.
For a counter example, Stigma Magic to Purify makes sense, and is worth the change.
Finally - looking at your monk and swordskill changes, it looks like you're setting up names that have nothing to do with either translation. If you really have to fix a bad FFT name, changing it so far away from the FFT name - use the WotL one. Neither FFT nor WotL players are going to recognize "Surge Attack", and that's not a good thing.
Quote from: Enoch on October 14, 2016, 05:00:27 pm
The update sounds like it has a lot of interesting changes that will be fun to explore.
I'm not sure if anything can be done, but one other thing I noticed when I was playing recently that seemed like a bug concerns enemies in the Deep Dungeon who were previously allied with the player. They're able to trigger exits for the player's team.
For example, on one of the first Deep Dungeon levels (maybe the first), Algus was among the enemies. While Algus was moving around, he landed on the trigger square and kindly opened up the next level for my people.
Quote from: BleuVII on October 09, 2016, 04:10:07 pm
Holy Crikes guys! Aren't we all here because we love the same game? I have never, in my life, seen such animosity in a group where everyone is gathered because of a common interest.
So let's just state two things clearly:
(1) I like the WotL script. I played the original FFT back when I was in high school and college, and I found the story hard to follow. I don't have examples of mistranslations except for spell names because I haven't PLAYED the PSX version in over a decade. I just have memories, accurate or not, where I sat staring at the screen saying, "Huh. I bet that actually sounded good in Japanese." When I played the WotL script, I found it stylistic, nuanced, and immersive. You can disagree with me on this. I have nothing to prove.
(2) I'm not planning on learning ASM for this project. I have great respect for those of you that do it, but aside from the one thing that I started this topic about, the rest of my vision is accomplished without it. I have nothing against it; it's just a level of immersion that is outside the current scope of my project plan. You guys would look at this and consider it a lesser project, and you would be right on that. I'm not TRYING to make Journey of the Five. I'm trying to rebalance the vanilla version. If I try to make everything absolutely perfect, I'm never going to finish it.
I am glad you have pointed me towards the patches that add in the WotL script, and that added the WotL events in the game. I am looking into those to see if I can use a combination of the two to go back to the PSX version, because I really would like to use more of the tools that you have here without the headaches of the PSP version. WHEN I AM DONE WITH MY OWN PERSONAL PLAYTHROUGH, WHICH I AM DOING ON FRIGGIN PSP BECAUSE I'M ALREADY FRIGGIN FINISHED WITH IT AND 25% OF THE WAY THROUGH THE GAME, I will do the cleanup on my project and port the changes to the PSX version.
Finally, as someone who is here because of a common, shared interest, I have realized in reading back through this thread that your mind equates board games with things like Monopoly, Candy Land, and Sorry, which is why you think experience in one field has nothing to do with the other. Most designers these days look at those games the same way a modern developer looks at Pac-Man and Donkey Kong... the place where it all started, but not something to emulate. Almost a quarter of us got into modern board games BECAUSE of either FFT or Fire Emblem. If nothing else, just look up Krosmaster Arena and Pixel Tactics. Neither are my games, so this isn't self-promotion, but both games were made by people who love Tactical JRPGs, and it shines through in every card.
Quote from: Xifanie on June 17, 2016, 10:19:27 amThis.
I don't know, if it weren't for the story, I wouldn't give a damn about FFT. Look at Rhapsody: A Musical Adventure, awesome game, SRPG as well, but the battle system is minimal and the battles are easy. Why would I care? The story is awesome and cute and emotional. So I really have to strongly disagree on the whole "gameplay comes before story".
Quote from: Emmy on June 16, 2016, 10:07:19 pm
If you're wanting to change that, you'll still need to learn basics of eventing because every place where people talk requires new text. Adding new side quests would also require learning eventing.
Quote from: Xifanie on June 16, 2016, 08:06:16 pm
Yay! Another vanilla mod! We really needed that.
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