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Messages - Neophyte Ronin

81
New Project Ideas / Re: Community Mod
July 10, 2012, 07:14:40 pm
Quote from: ShadowSkyle on July 09, 2012, 03:42:35 am
So it looks like we've decided on using an original character. So now comes a contest! What would you like to see the plot revolve around?


An Ordallian spy deep inside enemy territory.  All of the hirelings are Ivalician, however, so he's acting incognito.  When he happens upon Gafgarion in Fovoham and beholds his anarchic brutality on the front-lines, it isn't just to weaken the Ivalice campaign, it is to stop a fiend from destroying both kingdoms to win the war.  The same could be said of fighting against Gustav, who was a routine offender during the war.  Before he or she can be congratulated, the spy returns to Ordalia before suspicions arise and they reinstate the cutthroat on a technicality.


A soldier from either administration dredged into a peasant revolt.  While his team attempts to put down the revolt, both sides resort to vile associations with monsters and use unthinkable tactics.  Petitions to the Queen and the regional governors are fruitless.  However, the officer receives help from an unlikely source: the Death Corps (Knights of Death/Dead Men/Corpse Brigade), with the reigning aide-de-camp Milleuda providing both a tender ear and a trusty sword-arm when things start to fall apart.


Investigate the disappearance of Elidibus, the wizard who retook Riovanes Castle and vanished into thin air.  This can take the protagonist all over the world.  The objective is to eventually happen upon the Deep Dungeon, advance to the lowest point and engage Elidibus himself.  However, it doesn't end there.  If you choose to fight him, he will kick your butt or merely retreat.  If you pause to consider his position, you will become his little accomplice, setting out to claim Zodiac Brave Stones.  The Libra Stone is in Orlandeau's hands, while Taurus is found inside Goug's mines.  However, your character gets second thoughts each time and comes up with nothing to show.  Elidibus ends up slaying you, and the legend of the Deep Dungeon is born from your corpse: a legendary mercenary that was done in there.


Frankly, I like Option Three for its scope, while the first two options are shorter in length.  Each one delivers a clear moral dilemma for the protagonist who tries to do the right thing.  Each one conveys a sense of doom as well.  However, the former two seem doable by not directly referencing the Zodiac Brave Stones, thus avoiding a rehash of the original plot.
82
If you're having trouble determining the Power and Magic ratings and you're going to use Level-Ups to determine growth, why not use standardized stat growths across all the classes and then change the stat divisors of each Class?  If you've tried Tactics Plus, that's a good example of standardized stat growths at work.  The rankings would just ensure the divisors themselves are standardized as well.
83
New Project Ideas / Re: Community Mod
July 07, 2012, 11:54:13 pm
Once we decide on what we wish to use--Balbanes, Barinten, Cid, an Original Character--we can map out a personal history and get the storyboard rolling.  We can at least comprise a few skeletons out of seven-point-plots: devise a chief conflict, multiple intelligent attempts at resolution, a climax where everything is at stake, and a denouement where everything gets addressed before the credit roll.

Credit Roll... will we devise our own credit roll FMV that includes the original authors and programmers in addition to us as well?
84
Virtually any self-respecting hack improves monsters to make them harder and more fun to use out there in the field.
85
Arrange them in a star and pick a direction the arrow goes, often through each one.  Then go in a clockwise pattern to form a pentagon.  Depending on the location of each element, and where their arrows go, that's your corresponding resistance and weakness.  If you did it like what Desocupado suggests, that means the adjacent ones are either resisted or weakened, and vice versa for the ones on the opposite end.

Boiling it all down to a limited subset of Classes isn't necessarily a foreign trend for Tactics.  There were innumerable encounters with Knights and Archers taking up a large number of the fights.  Big, big emphasis.  Seeing but Five Classes wouldn't necessarily be new to players of the Vanilla editions.  Either way, I'm game.  It would make for a nice, simple game that would also allow for shorter scenarios and thus easier to create.  Good thinking.
86
I wanted to pick the fifth choice but I stayed my hand.  The Red vs. Blue one is the best choice for being enigmatic and impersonal, giving an impression of what a player may suspect with a title like Arena.
87
Of course I read it.  I never got the stigma behind Jump because I use it to get around the really crazy parts of a landscape; not everything is Move + 3, you know.  And a way to realistically modify Evasion so as not to be absolute is something that a lot of people would look into for their mods.
88
New Project Ideas / Re: Community Mod
July 06, 2012, 10:17:59 pm
If we are before the Lion War, then the only milieu that comes close to gripping is the Fifty Years' War.  We certainly cannot recreate ancient Ydoran Ivalice with our current graphics.  I certainly don't want to go for what those Trollers were trying to feed us, as a "Screw You!" to them.  Also, the immediate postwar period was covered in Chapter One already, at least in northern Gallionne.

I recommend we compose a story about an Ordallian soldier and his unit far inside Ivalice.

I want a character who finds ironic defeat shrouded in victory, to lose everything to festering cynicism verging on nihilism.  I want people to experience the same thing from finishing the Vanilla game: the notion that everything fought for was in vain or otherwise futile.  The Film-Noir of period pieces, in other words.  There is a small victory of some kind, which somehow trickles down to influencing Ramza's quest in some way.  Even so, the soldier realizes just how useless and horrible the war and its resultant, so-called bilateral armistice really are.

The soldier runs into younger incarnations of Balbanes, Orlandeau, Simon, and Gafgarion (especially Gafgarion; write it so that his unit gets wasted by the East Sky and he is on the run from him in particular).  Other characters are also possible, but those guys are guaranteed encounters.  Elidibs is also a strong candidate.


The other notion I had was an adaptation of a dark western, like "The Good, the Bad, and the Ugly", or "Unforgiven". 
The idea is that a reluctant soldier is drawn into a campaign of terror and abuse alongside an unruly number of associates, like the Aquilor's one and only Gustave Margriff, the one who went around robbing and raping throughout Ordallia in untold war crimes.

Or, the menacing truth behind the borderline-heretical Baron Grimms, leader of the Blackguards called Blackram.  They claim to have been extinguished in the present game--this is why they would be hunted so menacingly.

The main character must fight against the desire to give in to that line between survivor and brute, lest the squadron fall with him (her?).  The objective, or MacGuffin, is a brilliant score of war spoils that could spell the difference between retirement from the field and utter oblivion, a risk that the main character will embrace at any cost.  Yet, that treasure turns out to be an ironic gesture, one that the character may seriously consider dismissing or watching burn.


The point is that the Fifty Years' War took that long to resolve and recreating it like those Civil War reenacting types is tantamount to the video game equivalent of Leo Tolstoy's War and Peace.  That could also be said of Tactics itself, considering how it will drop philosophical discussion amidst a battle (something I felt detracted from the believability of the narrative).  So FDC is right: we don't want to confine ourselves to a specific principality like Khamja and then justify parading across them the nation.  Then again, we don't want to embrace the whole war; the first half occurs in Ordalia (above Ivalice, across the channel) and we don't have a map to represent that region to any accurate degree (yet).

A tale related to but not explicitly about the Fifty Years' War is a lot easier to go for, should we go for a unique protagonist.  These are all ideas, of course.  If one of them sticks, so be it.
89
What happened to the old icon?  Tell me you'll make them different, because I would figure each one would be a different thickness and dimension.

Of course, I'm stoked to see so many different books.  I'm guessing the Loremaster will be brought down to size because you'll need a different book for every occasion and must swap them out, losing a turn in the process.  Those guys were harsh the first time around, but now they have to have a strategy or look like shit out in the battlefield.
90
Possibly the greatest patching mod I've seen since curing the FFVI Evade Bug.  Virtually every hacker should incorporate this, as it makes Evasion variable and makes Jump+3 more than just a convenient means of getting around some of the really tricky landscapes.  When I hack, this one's going to be involved.

About Glain's Jump Damage determination: does this mean the same value (Caster's) of Jump is used, or would the Target's Jump serve as a divisor?  When I conducted some samples, I noticed that using the same value resulted in less overall Jump Power than if I used an adjusted value, like a superior Caster Jump against an inferior Target Jump.  The reverse would thus be true.  If we're incorporating Jump into Evasion and renaming it something like Agility (or something that can fit five symbols), then a similar comparison of Jump ability should be applied when using the Dragoon's Jump.  It's less of a realism issue than a balance one.
91
The Lounge / Re: FFT Tabletop RPG Discussion
July 06, 2012, 08:57:24 pm
I have conducted research on tabletops before and have discovered a massive correlation between several FF titles and the Tri-Stat system as used by the Big-Eyes-Small-Mouth Anime-themed game.  Look up BESM or Tri-Stat and see for yourself.  They look more than similar.  Titles that follow include FFV, FFVI, and FFIX.  Tactics does so, obviously.

The stats are simple: Body, Mind, and Soul.  Body affects Health, Soul affects Power, and Mind affects various abilities.  It can be as complex as possible with potential hybridized stats (put Vitality in the center in place of Constitution, Agility between Body and Mind, Wisdom between Soul and Mind, Intellect as Mind, etc.), and you can put in as many things as you like.

Brave to determine Reactions are simple: d% rolls.  CaFaith*TaFaith*Spell*Soul/10000 to determine magics.  Well, we can just add a base for each spell (positive or negative number), add to Current Faith, then roll a D%.

To resolve in the old system, your power level dice are rolled two at a time.  If you score beneath the target's relevant stat number, you score.  A D20 variant exists, updating the system.  The old system lets you use the kinds of Dice you have on hand.  Average human capability is listed as 4 at any rate, with 3 for teen, 2 for kid, and 1 for infant; 5 or above are gradients of above-average capability.  You can adjust the height of ability to affect someone with Brave or Faith.  Power attacks, for instance, can only be good as your Body*Brave/100 (8*70=560/100=5.6, or either 5 or 6 depending on your rounding policy).

http://www.rpgnow.com/product_info.php?products_id=368&it=1

I've considered the trial of conceiving a set of rules to emulate Tactics on the tabletop, and will happily provide any service towards your project's completion, whenever you're ready.
92
The Chemists use them specifically to keep their medicines at hand.

Unless you hacked it, FFVI featured ribbons that anyone could equip.

Changing the name to satchel is very cool.  Don't forget the H Bag was Hydraskin Bag.  That should be the one that Regenerates.  The P Bag is Pantherskin, and should have the Speed.  The Fighting Star Bag is combat-oriented, while the last one, I forget the name.  Anyway, consider a way to get the bags correct; the flip-flop continues even to WotL, when they translated it.  Hydras are regenerating bastards according to Mythology (consider giving them Regenerate when you fight them), while Panthers are super-fast.
93
QuoteAnyway, looks like the "yes" side won.  Now, we just need to decide which sprites we should change...suggestions?


I agree.  I Voted Other; whatever changes are made are ones we can all live with.  I didn't vote "No", but insisted we keep our priorities in balancing mechanics.  Once the new version is set, we just insert whoever we want and forget we went at everybody's throat about it.  We have plenty of time to figure out these decisions.

Since the old one is decided, we put up a new poll.  If it's possible to vote for multiple choices before submitting a vote, then that would help determine the ones we hate and wish to get emergency plastic surgery after driving them off a cliff.

While we're waiting for that, we can suggest the ones we wish to the chopping block, and also suggest how they should be changed.  This is just an indication about which ones seriously need revision.  Then again, none of the suggestions have to be followed by the artist, especially if they already started with some.  We might enjoy what they offer up even more.  I might too, if it stays thematic to the class' idiom and looks good enough to sell.

Here's my wishlist: change both Knights, female Monk, female Thief, both White Mages, both Black Mages, Time Mages (but keep the faces); change Summoners' head-dress at the very least; change female Oracle (make like Greek Oracle of Delphi), keep the Male one; make the male Bard and Geomancer masculine; enhance the Dancer's dervish style; get the parrot headdress off the male Mime.  Recommend simple changes in palette to better make classes fit their idioms.  Under duress, change the Onion Knights to Freelancers, characters I can actually look at and appreciate using, considering their unique perks.

The Knights don't have helmets.  Why?  The new ones I have seen with helms and circlets are actually pretty cool-looking.  I recommend them.

Geomancers don't make any sense stylistically.  Geomancy refers to divination via dust-throwing, like drawing lots but more painful if you're downwind.  Yet, the chest outfits the guys got make them look metrosexual and the girls look like they're wearing a wool-woven poncho.  I must be way off in terms of the style, but they resemble far west American Indians to me.  There is some sort of cultural thing going down with these outfits, but since they lack discernible Celtic underpinnings I associate with oneness-with-nature, I know nothing that comes close to explaining the designers' original scheme.  In any case, the guys have got to go.  If there is one thing I should warn about with Geomancers is that they must not, under any condition, resemble the Geomancers from FFV.  That's a given.

The Bard doesn't look like a tale-spinner or jack-of-all-trades.  He looks like a wuss in a clasped cloak and does not represent the classic handsome, long-haired troubadour whom gets to screw your girlfriend because she insists, even if she comes back to you afterward.  Why did I level-up Samurai and Mediator to look at this prick?

The Dancer?  If we change her, wouldn't that change Celia and Lede as well?  It probably will.  The only thing I can think of is to give the Dancer the appearance of a dervish.  Well, they look it already--just emphasize it more.  Just keep that and add to the waist so there's no mistaking the idea (they're thin just to keep their appeal to an Asian audience unfamiliar with dervishes and belly dancers).

Mimes are odd-looking.  The guys are meant to evoke parrots.  That's the literal, tragic reason behind the stupid-looking get-up.  Ladies dress as the Kitsune of yore, the multi-tailed, shape-changing fox spirits.  I can understand the women, but the men need to look more like Gogo or they'll be the buttmonkey of character class completionists forever.

Note the emphasis on male sprites.  Female Monks do not look enough like true monks of the series because their padded arm-guards  are out of place.  They need to look like one of the monk outfits from FFV.  The guys actually look close enough that they are passable and hence optional to switch out.

Male White Mages should wear their hood.  Just keep their hair short.  Actually, they can wear burlap brown robes since they are on foot and not in a temple.  Females are okay with their outfit--it's the classic model--although if you really wanted to have some fun, they could shorten their hair and dye it red.  That would help to make both sexes distinct from one another, wouldn't it?

The Black Mages should not have circular eyes like that.  Reduce their size and give them a star-shaped luminescence, suggesting that they give off their own light beneath their shadowy attire.  One should wear the pants, but the other should be in the flowing robe.

The new Time Mage, I'm afraid to say, doesn't make a great deal of sense.  Being that Summoners are the next down that path of offense mages, do they get the same treatment?  One thing is for certain: they can get changed around a bit.  Nix the horns at any rate.  Unless we discover the significance of them--there is no unicorn summon--we just nix both of them and fish for a Summoner outfit inspired by another game in the series (Yuna's original) or something different.

The Oracle (Onmyoshi) looks as close to the original eastern Onmyoshi as you're going to get.  If you decide to try making one into the Oracle of Delphi, it'd be the female one.  The guys are fine as is, but give females the Ancient Greece treatment.  Hey, they called them Oracles in the States, right?  Under no condition do we call them Mystics.  That ain't flyin' with anybody.

If the outfits look okay but you want something better, may I suggest palette swapping.  The Male Ninja, for instance, should wear black if he's in Ramza's unit, and that should be fairly consistent throughout all the different palette swaps.  That should be simple to implement.

Female Thieves do look sickly.  They shouldn't look like their male counterparts.  They could wear their bandanas over their head and lengthen their hair a little.  Gearing them towards swashbuckler gear would make sense, considering the empowered offensive ability of Thieves in the current version.  Perhaps they could look like a female version of Zorro!  That would be sick in a whole different way!

The Onion Knights should be called Freelancers like in FFV and look close to decent.  That means giving them a facelift.  I hated the inclusion of Onion Knights in FFTWotL because they were just horrible to look at.  The concept was covered in FFV and also improved upon there.  If Alicia and Lavian are Freelancers, that would be the clincher that would make me say, "let's design an original game together sometime."


If we're changing something, we better make sure the previous version was broken in the first place.
94
Still, there's something new to learn in playing a game--modified or not--that you didn't really notice during the first time around.  Take the Rubber Shoes.  Those are meant specifically to prevent the new Rhinotaurs lurking in the South Figaro vicinity from ruining everyone's Egg McMuffin.  They hit hard, but they can be addressed.  What I never knew was that Runic, Celes' ability, had a peculiar glitch when it addressed an elemental spell she would otherwise absorb with the blade.  When you negate damage from an element, you don't absorb MP.  Anything that could change your status can still be absorbed.

So here I was, fuming during every fight with the Rhinotaurs while grinding with Locke and Celes, utterly pissed that for some reason Eternal248 had to go and gimp Runic in a response to its sudden usefulness given the change in enemy AI.  Then Locke cast Protect and it was absorb, giving her the cost of the spell.  I was relieved.  I guess the absorption occurs only when Celes is actually threatened by the spell.

I'm enjoying the patch that's set up so far, although you're right: the enemies have either too much health or a strange ability to make life utterly miserable as opposed to a fair and true challenge.  It's a case of fake difficulty that I hope isn't replicated in any of your patches for Tactics.
95
Might want to run a couple of polls before doing that.

Didn't anybody think of devising male-only equipment?  I figure there has to be a method of flagging equipment to decide who equips what.  I sincerely doubt that there are gear in the game that women would want to equip, too.  Why a double standard, Square?
96
Got a date set for that update?  You don't have to answer.  Still, I just started playing the current version very recently and I'm startled by how visceral it is.  It has even me on my toes.  A list of planned changes--when you have time--may be more appropriate than a Master's Guide.

Consider ditching the Bunny fights.  I still think those are just asinine.
97
While that would give female mages a break, it would also mean that MP becomes just another form of HP completely.  If you wish to include that, then you might as well stipulate the effect to correspond to practically every ability that deals MP damage, such as Magic Break.  It may also mean that you may seriously consider spells being cast with HP if no MP exists, which in itself is imbalanced because Health tends to be higher anyway.  It would only be a small dent, unless the prices are readjusted.

Speaking of which, weren't you leery of incorporating new Hacks into the project?
98
Isn't there a Master's Guide that describes all the changes in the current version?  All we get throughout the thread are snippets and most of them out outdated.

Also, when the fuck did bunnies get Holy as a spell?  Doesn't anyone know when to quit with really old jokes like those?
99
Multifaceted cures make holding multiple items in inventory a handy venture.  Also, I noticed that, should you deal status effects, the Item Command has one solution for any mishap: Giant Frog.  Remedies are the Giant Frog of the Item Command: the biggest solution to any problem.  It's an absurd notion, as it burns through everything you've done.  I petrified a frog once for overkill purposes but someone still had an Item command, spamming my sculptures.

So I propose that Items do cure a few different ones each time.  The question is what?  Also, will there be other status effects like Immune or Curse like in other hacks?

As for Manaburn, I recall certain fights in FFVI where Manaburning was the trick to beating some peculiar bosses who rode upon Magic like Health.  Manaburn sounds wicked cool for debilitating enemies, but that also suggests that certain characters or monsters can be retooled to die when their MP reaches zero.  Hmm....

Nah, it's too tricky, and requires some other hack!  (Did someone publish a hack that does, I wonder.)

Anyway, the making of Remedies as cure-alls-no-more sounds okay, although a Remedy should still be around for some things.

Type                      Primary                         Secondary

Antidotes                Poison                          Don't Move, Don't Act

Eye Drops               Blind                             Oil (some manner of solvent)

Echo Greens            Silence                         Confusion, Berserk, Sleep

Maidens' Kiss           Turned to Toad              Cursed

Golden Chisel          Petrify                           ??????

Holy Water             Undead                          Vampire, Doom, Curse

Remedy                  Poison, Dark, Silence        Berserk, Slow, Stop, (Squire's Heal but with added effects, expensive, and mobile)

Pheonix Down          Death                           15% Health (double with Medicine Support ability, should that hack exist)

Note: Stop should be difficult to cure.  Literally.  There should only be a few cures that exist, and only a few ways in which it could happen.  It's like temporary petrify except damage is possible.  A few spells and situations should allow it to happen.

Also, there are mere suggestions; I don't know what to put with Petrify and Gold Needle (maybe Stop?) but the Remedy, if still available, should do what the Squire can do, just from a distance.
100
New Project Ideas / Re: Community Mod
July 03, 2012, 02:21:17 am
Even throwaway agencies like the Blackram.

While reading replies, I realized that throwing has to be placed in its own list from other options because if you go past sixteen options, the AI disregards the available options.  My advice would be to consolidate those options in the first place (i.e. have a Break Skill perform multiple Break Equipment checks in a single action, so as to free up the other options).  The concepts sounded okay, although there would be a few we wouldn't use.  I never intended for Knight Swords to be used, for example.  Pole-Arms are doable, except maybe for sticks.  Consolidating all oriental blades still seems like cheating since they seem to run according to size: Knife, Ninjato, Sword, Katana, Knight Sword.  If we require keeping command lists beneath 9 or below, re-work every list to accommodate this.  That includes Magic Commands.

About making everyone a Cleric:

I don't mean literal support-guy Clerics.  That's retarded.  I was referring to the degree of combat proficiency.  According to my model, if you were a "Wizard" you sucked with fighting and didn't get Defend.  If you were Cleric, you got Defend as an Innate, and if you were a Fighter, you got Defend and Weapon Guard Innate.  You wouldn't make a bunch of Command Ability lists to accommodate the notion that the Clerics must be support guys, you'd follow their approximate combat proficiency instead.  Since you cannot use a D20, you use Innate Abilities per Class to approximate.  If there's a reason that Class progression cannot happen, I haven't heard it.

Anyway, merging Throw and Item sounds okay.  Not totally realistic, but for the sake of programming, I guess it's fine.  Just another sign of how limited the program is.  Didn't random decisions occur according to Item Learn rates or something?