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Messages - RJ Cid

1
Help! / Re: Battle Event Editing
April 03, 2019, 03:59:00 pm
Thanks Elric! Much obliged  :cool:
2
Help! / Re: Battle Event Editing
April 02, 2019, 09:53:03 am
Hello all!

Been learning more about some sprite editing and now that I'm getting familiar with CDMage I'm curious about a few things...

In vanilla, Cloud comes in at LV.1 and this was considered unpopular and changed in 1.3 (which is the version I'd like to practice the editing on ;) ). I actually prefer to get some of my special characters at LV.1 so that I have more control over their leveling progressions. Are there any drawbacks to doing this? And how would I go about making it happen?

Also, I'm having the worst time getting the event portraits to change colors... Looked into a sprite editing tutorial video and read everything posted on this site, but no matter what combo I implement, I can't get the portrait to out of those reverse colors. Any common mistakes I should consider? I'm using the sprite files from this site, and everything else changes over just fine.

Lastly, how do I edit abilities? I'd like to add one, or make it learnable like Ultima to a certain class what can't be fully mastered. You can just answer that one with a link on this site. Thank you so much... I love you  :cool:
3
Celdia's Complete Patch / Re: CCP - Battle Logs
August 22, 2018, 03:40:34 pm
Cool. I've had problems with ePSXe before, but if it's the recommended emulator for these patches then I'll figure it out. I shall let you know if it worked once I reach Ch. 4 again, but I need a break from FFT for a bit. You guys rock!
4
Celdia's Complete Patch / Re: CCP - Battle Logs
August 21, 2018, 01:15:52 pm
Hello

After my issue with Celdia's Complete Patch (infinite loading screen when trying to initiate the Ch.4 sidequests), I played Parted Ways and ran into the same issue. I'm just curious if these patches were meant solely for ePSX instead of psx 1.13? Or maybe something's up with the original rom itself? I pulled from the same zip file as 1.3, but in another folder. Also, it won't allow me to have multiple FFT patched files or let me rename them once they're spliced.

I'm posting this because 1)I want to see if anyone else here has encountered this problem, 2)it's tough to play all the way through to Ch.4 to find out if it's fixed or not, and 3) I want to make certain that Jot5 runs smoothly once you guys are ready to release Ch.2.

Elric also posted some theories earlier about attack.out on the original files for CCP. I'm bringing this back up because it happened again with another patch. Thx guys!
5
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
August 11, 2018, 10:33:06 am
Quote from: Dido on August 09, 2018, 06:05:35 pm
Hello, everyone, what kind of FFT patch I play, I'm addicted to this game and I think this patch of yours is the most fucking !!! Very well done, so I wait so long for chapter 2, sure you will not disappoint.


Celdia's Complete Patch v1.96 or Parted Ways. Those are great mods to help hold you over.
6
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
August 11, 2018, 10:32:03 am
Got a general question, and since this mod seems to be the most active, I'll simply ask here...

Is there a way to mod FFT so that random battles can occur on towns and castles on the world map? Some of them already have battle maps associated with them, it would be nice/challenging if random battles occurred in this 'safe' spots on the map. In vanilla it happens for some storyline fights, but could it be setup to happen randomly? Would also be nice to see some 'event-only' maps tied in to battles.

FF Hacktics Rocks! Mad love for all your hard work!
7
Hey guys! Superb mod! I just started Chapter 2 and I'm enjoying the hell outta this!

-Special character that early on was an excellent idea.
-Blue magic character  :mrgreen:
-Balancing all equipment to add more strategy into the way your characters dress was brilliant.
-Enjoying all the new classes with non-linear skill sets that make battle strategies much more interesting.

I'm posting here because the guide up top isn't working properly. I don't really feel an entire guide is necessary, but if you have time from your other projects, could you simply post some 'hints' as to what I should be looking out for? Some examples from vanilla might be...
-Look to steal equipment at Limberry Castle
-Check Goug Machine City frequently in Ch. 4.
-Use Move-Find Item in the Deep Dungeon

Vague clues that will prompt me to explore your mod further. Does the Bar and it's Propositions hold any new value? Are their any new sub-quests to look out for? Do some fights have missable equipment/skills? Any hints are much appreciated, and I'm happy to offer feed back whenever you're ready to continue modding and polishing this game. Thanks for everything! Hope all's going well!
8
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
August 08, 2018, 07:37:55 am
I thoroughly enjoyed playing Celdia's Complete Patch v1.96. Give that a shot. All the classes and items are new, so you get that feeling of discovery you haven't felt since the first time you played Vanilla. That should help hold you over.
9
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
August 08, 2018, 07:35:17 am
I think AM2R took about 10 years to make, and that fan game is basically cannon by most of the 2-D Metroid fanbase because it's so amazing! Sonic Mania came about because Christian Whitehead did such a stellar job, had mad online support, and Sega gave him his own project.

Updates are nice, but give them time to make this game all it can be. Plus, we need to keep in mind they're doing this as a labor of love (so... for free). Maybe if Square-Enix sees the overpouring support for these fan projects and mods, they'll begin investing in making great games again. I dare them to make another strategy RPG with this much addictive replayability  :cool:
10
Celdia's Complete Patch / Re: CCP - Battle Logs
August 05, 2018, 06:44:16 pm
Alright then. My bad for not understanding the situation better. Thanks for your help dude  :cool:
11
Celdia's Complete Patch / Re: CCP - Battle Logs
August 05, 2018, 03:30:42 pm
I noticed an Attack.Out editor program on this page, and YouTube channel has available tutorials by 3lric42 (can I connect the dots and say that you both are same person?). I will d/l these programs and follow the tutorials as best I can. What should I look for under the first Worker8/side quest event? Maybe a simple "snag" that is easily corrected?

Furthermore, I should ask if there's another forum on this page that I should post these kind of technical questions? I don't want to clog this one up if Celdia prefers feedback rather than technical issues.
12
Celdia's Complete Patch / Re: CCP - Battle Logs
August 04, 2018, 03:28:22 pm
What course of action might be suggested? I would love to experience this entire patch. Missing out on Beowulf, Worker 8, Reis, & Cloud would break my big old heart  :cry:
13
Celdia's Complete Patch / Re: CCP - Battle Logs
August 03, 2018, 06:16:03 pm
Thank you very much for the response, Elric. Sure thing, I can send you whatever you need, but I'd hate to interrupt anything you guys are busy with. Any other suggestions I could noddle around with?

I did unzip the FFT rom from the same zip folder and used it to splice them together. That's the same zip file I used for 1.3 & Jot5. Should I re-downoad a new FFT rom and patch?
14
Celdia's Complete Patch / Re: CCP - Battle Logs
August 03, 2018, 03:41:40 pm
Gotcha. Must've misread something in passing...

So I'm still curious about the permanent loading screen when initiating the Ch.4 side quests. I'm playing v1.96 on PSX 1.13 emulator. Any ways to get around this, hopefully without having to switch to a different emulator?
15
Celdia's Complete Patch / Re: CCP - Battle Logs
August 01, 2018, 04:18:08 pm
Hey all!

This patch is amazing! The new classes are really good! I understand you're working on a remake of it?

Not sure if this has come up yet, but I just got to Ch.4 and when I head to Goug to initiate the Beowulf subquest battles, I get a permenant loading screen. I'm playing on a psx 1.13. Any ways around this glitch? I'd hate to start my whole game over again, although it is a fun patch!
16
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 29, 2017, 01:21:21 pm
I had no idea sprite work cost so much, but it makes sense.
17
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 27, 2017, 12:03:25 pm
Worth a shot... Can those Lucavi sprites even be edited?
18
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 26, 2017, 09:13:23 pm
Hello Everyone!

It's been a few months since I've checked in on this mod. Hope everything's going well; can't hardly wait to see what your team releases next.

Anyways, I believe you have the story and events pretty much set for the entire game, but I wanted to throw something out there, even if it's just a side quest. In vanilla you fought 6 of the 12 zodiac lucavi. Would it be possible to fight the remaining six?: DUMA (Taurus), ZEBBEB (Cancer), SEL (Libra), ROPHOCHEHE (Sagittarius), CHERAUB (Aquarius), & LEVIATHAN (Pisces)? Maybe they could possess the special characters (i.e. your old friends) that the stones initially rejected? Maybe those lucavi are inherently good and are manipulated into attacking? There's all kinds of cool story stuff to be done with them. And that doesn't even touch the extra Espers in FFXII.

The only other thing I would wonder about tweaking is having a storyline fight start you off with an inherit good/bad status? I was playing a mod of vanilla recently and the suggestion came to me during the fight in Bed Desert. If vanilla already had a fight like that, would it be possible to modify more storyline fights to do the same? Might make for some interesting twists.

As always, I have total faith in whatever your team decides. I am frothing a the mouth to play this mod. Much love to the entire team! Thanks for everything!
19
Thank you for the prompt response.

I'll hope for these changes after the Ch.2 release. Better to absorb what's already changed before asking for even more. Thanks again
20
I also had some questions for the team:

Is is possible to make some of the towns on the map active for random battles? The idea of heading to a town for some items and armor to get jumped by bounty hunters would add some extra excitement and integrate some creative grinding. I know a few of the maps are already available from vanilla, but could they be programmed for random encounters?

You guys kept the status' active when dying on the field, but I'm wondering about stealing. Is it possible to set it so that you can steal from a dead body? I mean, it makes more sense when you think about it... the success ratio can stay the same so it doesn't break Steal though.

And when a felled monster turns into a chest, can the item be one of the two poachable items that the monster had to offer?

Thanks in advance :mrgreen: