• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 12:34:27 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ronin

1
Damned, I hope this is fixable, I'm kinda curious how your hack plays.
2
Okay just did that and it worked, now I just gotta play it .

THANK YOU FOR YOUR HELP !  ^__^

And finally one question...

Can we still do some stupid shit with human ?

Like the dual frenzy illusionist,  or the elementalist parivir ?

Just asking that because people seems on edge about some combo with hume in this game, while I never see anyone complaining about bloodprice dualcasting summoners...
3
I tried FFTA2 us rom and Eu rom ...
4
 Im using the Final Fantasy Tactics A2 - A Clan's Journey v0.94.xdelta.zip file
5
So when I try to patch the thing, it tells me

] An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


Anyone knows how to fix this ?

6
hmm its true that the AI make archer moove really too close of my melee char ^^'
7
@ Ethereal Embrace if i read corectly your post, you 're sayin that in the vanilla game :

Parivir were broken because they has no mp cost  x 2 damage elemental ability that could apply debuff on enemy, and i'm on your side there.

But for u the parivir i suggest is unbalanced too? wich is for remind :

a Parivir without debuffing ability and without any utility ability (nor range damage ability) with no mp cost x 1.5 Elemental damage ability would be unfair because of the backdraft Fighter's ability ? then just buff it !

At last i want to say a word about vanilla parivir: they were broken as hell with their kit who has utility, ranged damging ability etc ...

But what i want for a rebalanced Parivir to be is :

an Elemental Melee Striker who isn't outdamaged by a Dual welding melee paladin and that's all i want .(Sequentia/Fallen angel OP ...)
8
that look cool, and thks to mind my opinion ^^.
9
@ Eternal well thks for quick reply but "soften up enemy's defenses" is a saboteur work, and since the soldier is already an excellent saboteur with the rebalanced gauge it would be redundant(and i dont even talk about ninja), and as i said in my previous post :

For me a parivir isn't a saboteur but an elemental striker, so i don't care if they dont have any utility ability in their moveset, but they deserve at least the right of striking elemental and harder than a dual welding paladin :P
10
well hi all, im new to this forum but not totally from ffta2 so i hope i can have some use to those who still work on this game.

Well i see that the change you've made intend to stop no-braining broken combo wich were allowed with ability like doublecast, frenzy wich is is just good to me.
But now they are few general change that bother me : you 've made the healing stuff harder to deliver, and i can understand that it make the game harder, but that's just my opinion, i think you ve overdone it for the white mage:

raise cost set to 20 and reraise to 50 when you know you start with 0 mp and you gain 8 mp per turn(if i remember corectly)
it's basicly mean that my white mage is gonna do nothing for at least 7 turns to cast a single reraise and im forgeting halve mp ability on purpose

then moving to the thing that bother me the most :

parivir: each of ELEMENTAL blade do now NORMAL damage ...
well now why would i choose to have a parivir in my team?
For his negative buff ability ? no ninja have ranged one,
for the double atack technique ? rather Dual welding, for the wind slash at melee range ... you get the idea
i know Parivir ability need to be nerfed but that's not the good direction (to me),
i mean a low defense magic resistance stat class like him aren't mean to inflict bad status to ennemies ! But trully to hit them the harder they can.
A change to make the parivir still viable would be to set his elemental damage to 1.5 instead of 2 and remove the debuff chance, so that even with geomancy it will deal only x 3 damage

If i were agresive here it's just that ffta2 parivir class was my favorite so i apologise already.

PS. Im delight that this game exist still in the heart of other ppl like yourself, and even if you would ignore my opinion i still support your project and wish you good luck !

PSS. sorry for my bad english it is not my native langage :p