A new version of FFTPatcher is available! (0.492)
Started by RayKamiya, August 30, 2015, 01:43:11 pm
Quote from: dw6561 on August 30, 2015, 03:28:41 pmThis sounds interesting! It's always good to have a plan before you start things, after all. I particularly like the way you're portraying Delita in a positive light. You could also throw in some conflict about Ovelia if you wanted, and have some old characters show up. What do you need help with? I know how to use FFTPatcher and some rough ASM stuff (haven't really done anything myself yet), but I am completely blind about eventing and spriting. Many basic questions can be answered if you look around for them, and I know I learned quite a lot about the do's and don'ts of FFTPatcher from just hanging around on the PSX hacking section.I have plans for a hack too but I can't really get the job classes right and have no idea where to begin with their stat multipliers/constants. I don't want to post it until I have at least something to show for it though. For classes so far, I have some advice and critiquing. Meko looks fantastic. A lot of the abilities already exist in some form and you can just rename them/use them. Keep in mind that there is limited space for new abilities, especially if you still want monsters/generics in the hack, and you can't really use some skill slots (charge/jump/item/elemental/draw out) normally because of hard coding.And by the CTs you have listed, I'm assuming you mean the speed of the spells listed in game, because they would be way too high to be the actual CT of the spell. The CT is the number of clockticks the spell takes to resolve, and the speed listed in game is 100/CT, meaning:0 CT - now1 CT - 100 speed2 CT - 50 speed3 CT - 34 speed4 CT - 25 speed5 CT - 20 speed6 CT - 17 speed7 CT - 15 speed...So that means no 19 speed spell, because the CT will always be an integer. And 5 AOE is quite a lot, I'm not sure if that's what you meant to do. Did you want the elemental sword abilities to be like the sword skills in vanilla? Also, break should probably cost quite a lot more MP or have a low hit percentage unless you plan on having copious ways to cure/prevent petrify. You can probably work out the details later, I just wanted to throw my two cents into it.
Quote from: nyzer on August 31, 2015, 01:06:30 amDue to the sheer amount of work such a mod would require, I'd suggest aiming for a very, very short storyline, with minimal changes to the base game, if you're coming in as a complete newb to modding. Even if this short storyline is set up in a way that allows you to return to it again later and expand the story into something much greater, it should still be something minimal that comes to a decent close in a decent amount of time for now. The reason I say this is because Journey of the Five has been in development for years and still only has the first Chapter of four released. Granted, it's a very robust mod, but this is somewhat balanced out by the fact that it's had a team of people working on it instead of just a single person. One of the things I feel compelled to point out is that you're giving two characters innate Dual Wield in their base jobs. This will make them flatly overpowered compared to every other one of your party members, without exception. Innate DW works on Ninja because of how high-tier of a job it is, the fact that Throw is a stupid skillset, and the fact that Ninjas have a limited set of equipment. This only gets a hundred times worse if they're an early-game character (and while I'm not sure if that's the intent there, it's a possibility, so just sayin') who appears before you can reasonably expect to have a Ninja. This is a seriously ambitious project for someone who doesn't have experience with the tools necessary to make the changes they'd like. And the more you change, and the longer you make your game, the more difficult and time-consuming it becomes on an exponential scale.
Quote from: gatebuster202 on August 31, 2015, 08:28:13 pmEventing. Because everything else is easy in comparison and your mod is story based. The entire story is told in events. Eventing is the hardest thing, most daunting and no-one can really help you who isn't already engaged in their own projects. Elric and Xif can help if they have time. (This is not me speaking for them, they are the resident went experts though.)See my project and posts in spam/FFT Lounge. I asked the same questions, Elric PM's me an event motivational once a week to keep me going. (Thanks Elric!!!)
QuoteI'm glad you like my Idea for Delita, I have had other friends get mad at me saying He was evil and lead Ivalice to ruin, But I want to think that He actually brings Ivalice to a more peaceful age and the people who hated him and tried to ruin his name were former supporters of Larg and Goltanna who joined the Church to spite Delita.
QuoteIndeed they will be very late joining characters (if I keep them I mean) and I may remove the Ninja for another class who knows.
Quote from: gatebuster202 on September 01, 2015, 12:45:21 amI, personally am removing Dual Wield on most items, and it is no longer innate. I have two classes of Guns, one of which can be Dual Wielded. This requires me to make sure that classes that can equip melee Dual Wield weapons will be segregated from Ranged Dual Wields. Dual Wield is powerful, more then Attack Up or Two Hands. If you plan on adding in Innate Weapon Guard, even more so. You get a second attack. Stacking with Attack Up or Concentrate gets stupid powerful. Making it a choice though. Now you have to ask, why choose the Vanilla Ninja if it only has Throw and really high speed?? And I point to to Xif's ARH 2 hack. (But I am getting off topic.) Innate Dual Wield was the most broke thing in Vanilla. Equip Swords and pack on a pair of Rune Blades and Cast any Black Magic... Yeah. Or any number of stupid combos. (Two Hands on the other hand is a little easier to balance.)
Quote from: dw6561 on September 06, 2015, 04:25:28 pmCommenting on all of the equipment is going to be quite the ordeal. I haven't actually read all of them yet, but it seems like there are more items then there were in vanilla? As far as I know, you can only change existing items, not add new ones. I'm assuming you mean to hack the PSX version. I will edit this post if I come across anything specific that I find. Specific Things: spoiler: Swords I don't think the speed-1 on Iron Sword is worth it, and I would advise against giving that property to early gear because of the drastic difference even just one point of speed gives. As an example, if you look at FFT Arena, the masamune gives always: haste and -2 Speed, and nobody ever uses it because of the speed drop. spoiler: Knight Swords First of all, will Cloud even play a part in your hack? If not, you can replace Buster Sword/Materia Blade (or at least its property to enable limit, which I always thought was stupid anyway) with something else. Second, good choice on nerfing Excalibur to initial: reraise instead of always: haste.
Quote from: RayKamiya on September 10, 2015, 01:54:51 pmSeriously I need SOMETHING to do while I wait 8-10 hours for PC's to upgrade from Windows XP to Windows 7 at the work sites I'm at XD.
Quote from: Elric on September 10, 2015, 07:26:13 pmI could kind of agree with Squire and Geomancer (to a technically stance, not a fun stance, since i love both classes...) but Thief and Mime are kinda staples of FFT. Shit, Thief skills are a staple of FF games in general O_oIf a player is upset cuz their shit got stolen, then they shoulda had an ability to make it so their shit didn't get stolen.
Page created in 0.018 seconds with 21 queries.