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Messages - Nesouk

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51
I read that in my official guide from Peggyback, "Il vous faut maintenant tuer 20 tomberry sans sortir des ruines" and if i translate "You must now kill 20 tomberry without leaving the ruins". i thinks the translation is missing something like " You can leave the ruins for save , but you cant fight another monster because it will reset all tomberry kill"

AH French guy to, yeah for some reason this is a common mistake in french guide and website.

@Callisto :

Spoiler: show
AH I didn't know Acid ignore Defense, in that case then yes replacing Squall by Quistis as the attacker and maybe stocking up AP Ammos with Irvine would have been more effective for Odin, also I always fight Odin first before Tomberry cause to be honnest I despise being on a timer for a boss fight XD.

As for Tonberry Junk "countdown" I should have figure that's already the case in Reloaded, also Zell's Duel wasn't adding to Tonberry's counter cause my refight was with Zell instead of Irvine, also Irvine's limit break is just weird as to how the game handle it like it's suppose to be physical I think BUT :

-His Limit Break doesn't wake up sleeped ennemies unlike Squall's Renzokuken.
-When taking an ennemy with a back attack Irvine's Limit Break doesn't make them turn around (meaning all Irvine's Shots will deal Double Damage in that case).

I don't know if these are just dev's oversights, also the game handle it like an AoE for ennemy's counter, so if you have 2 ennemies that can counter, even if you focus all your shots on 1 ennemy both ennemies will counter XD


EDIT : So for Fujin and Raijin so I fight them without Slow (I didn't try actually so don't know if you immune them or not), so the fight honnestly kind of feel the same, also I actually manage to kill Raijin before he uses Hi-Potion + so whatever you put at the place of the Hi-Potion + just know that it can be skipped, and I did that just by spamming Double Bio on him I suppose this is due to the turn skip unless you manage to remove it from Raijin (I know mexico didn't succeed at it, Raijin is one of the few bosses he didn't found a way to remove it without turning the game into a graphical mess), also Fujin is fragile to physical (5000 with Squall's Darkside) and Metsu is a golden occasion to use Limit Break since it does good damage and Poison boosting the crisis level, the part where she put Aura Stone into a Metsu was interesting but then she use a new attack Aerial Slash who honnestly is a none issue with 70% Wind resistance, actually I wonder if the Aura Stone was for her or for Raijin since I kill Raijin just before she uses it, I honnestly have trouble seeing how we could improve this fight without breaking it's idea (Raijin being the physical dude who hit like a truck and take little damage from physical but weak against magical and Fujin more of a glass canon) or entering into hard mod territory.

52
Alright so Centra 2.0 (gonna put on spoiler in case other players doesn't want to spoil it) :

Spoiler: show
OH Boy it was like I was routing a speedrun XD, had to retry several time until having a good plan, tough I was probably at a disadvantage since now every monster has fix LV I assume if I would have play the mod like that since the beginning I probably would have been at an higher LV and more powerfull magic, anyway so beat Odin with around 2:00 left, 1 good thing however it seems the code for Odin's chamber never change  once you enter Centra for the first time, so once you get it memorize the first time if you die you just have to go take the Eye at the top, come back put on the statue above Odin's chamber and put the same code directly, this is good as it win a bunch of time due to that ferning animation when climbing to the statue abover Odin's chamber so the plan is as follow :

-Get to the Blue Orb
-Before interacting with the blue get out of Centra and come back to have more time.
-Defeat the monsters
-Goes to Odin's chamber
-Beat Odin

As for the fights :

-Chimaira + 2 Armadillos : The fastest way I found is put the 2 Armadillos on Berserk then on Zombie kill them with Life since they are in Berserk this prevent them from using Earthquake before dying. The Chimaira is really annoying tough, she has no weakness, no usefull statut ailment works against her and even Demi doesn't work as a result she is a big waste of time, fastest way I found is put Vit 0 with Meltdown, lower Squall's HP and spam his Limit Break.

-Odin : So his new attack Heaven's Wrath despite the name and the animation it doesn't seem to be Lightning elemental weird, so it does 3000 damage and inflict stop, so it's a one shot for me at this point without Shell at first I really didn't see how to beat him before the time reach 0 he has a good defense and lot of HP, is immune to Vit 0 and Demi to (again spamming magic with -aga tier probably would have work but I didn't have any), so my strategy was spamming Squall and Zell limit break with Quistis who has 100 Stop and 100 Reflect junction to statu defense to get immune to Stop as a support so basically :

-At the beginning I put Shell and Double on Quistis.
-Then I wait for him to attack, I then use Double Life on Squall and Zell
-I use Double Cura with Quistis to heal her then she just wait for the next Heaven's Wrath, I use Zell and Squall's Limit break, Squall does 350 per hit but Fated Circle can go up 1700 or double if it crit (very rare), as for Zell well I have the advantage of knowing where Meteor Strike is so despite it being invisible I can use it ^^ and it's good here as Odin has a good physical defense, Dolphin Blow and Mach Kick are decent  but clearly inferior to Meteor Strike who does around 900 in this fight.
-Repeat

So yeah safe strategy but it does work I had 2:00 and reach Odin at around 12:00, so quite fun but will definitly require some die and retry to be done properly, tough again maybe it's just that I'm underlevel and don't have best magics so in this case I think it's fine if I can beat this while being underprepare then someone with better stuff should succeed without to much trouble.

EDIT : As for Tomberry Senior, beat him with the same strat as before no difference, the only difference I notice is that his normal attack does Curse which is of no consequence to me cause the character that I plan to use Limit Break are always on Low HP so they will die from his hit anyway, still didn't see Junk so he is still just an HP Sponge to me.

Will try Fujin and Raijin next.


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edit : in centra , if we leave , tomberry kill is no more reset?

Tomberry kill is never reset I don't know where that legend come from but even in Vanilla you can perfectly kill like 17 tonberries in Disc 2, then progress to the story until Disc 4 and come and you will only have to kill 3 Tonberries, the Tonberry kill will only reset if you make Tonberry King appear and run away from him.

53
Im lvl28 in G-Garden and Cerber crush me easy, so my lvl is to low or its very hard ? ^^

I just beat him yesterday around that LV, he can be tough if unprepare, but junction Aero and Float to Elemental defense Junction, Berserk to Statut Defense Junction, set Protect ASAP and NEVER let him in Triple if he cast Triple just Dispel him, as for offense personnaly I was keeping Irvine at low HP and spamming Armor Shot but you can do that with anyone.

54
Armor Shot damage will max out at around 5500 HP per shot if Irvine's Strength is at 255, so damage will fluctuate between 16,000 and 33,000 HP, (critical hits excluded) depending on Crisis Level. It also has the lowest base critical rate out of all Ammo types, so I don't think it will be overly powerful in the late-game, when bosses have 100,000 HP or more, unless you seriously put some work on Irvine's Luck stat. Armor Shot has actually been nerfed two times in this mod already, but if you think it's still too powerful, don't hesitate to tell. Maybe changing the formula for physical attacks and critical hit calculation / Luck will be inevitable sooner or later, to get more pleasing results overall.

Well I plan on eventually doing kind of a Crit build on Irvine, since he already has the highest Luck of 3 dudes and is arguably the character that beneficiate the most of an high crit rate so I planned on taking advantage of it, I guess I'll see how he turns out.

Meteor Strike has been changed from a Gravity attack to a physical attack that ignores enemy Vitality, so Duel is not totally worthless against high Vit enemies. Base power is between Mach Kick and Dolphin Blow, and its input should take a little longer than most other moves, so I think it's in an ok spot. But of course it would be interesting what you think after some testing on your own.

What are your character levels at the moment by the way? I wonder if you still have a certain advantage over normal enemies because their levels are rather low. Hexadragons in G-Garden will be around LV 40 fixed in the upcoming version, so if you face only LV 20 ones at the moment due to own levels, that would be quite a difference.

My LV were Squall LV37, Zell LV25, Selphie LV20 so an average of 27 definitly not LV40 altough I could use the LVUP ability to test on a higher LV Hexdragon actually I might do that.

Actually Meteor Strike's input for me are easier to perform than Dolphin Blow so that's not an issue to me, it seems to be less frequent than Dolphin Blow who seems to be everywhere XD, but like I said I think I'm to early in the game to really judge, I read in this thread that magic casting is OP, and seems to be the way to go (especially if the opponent has an Elemental weakness), for now it goes like this on an Hexdragon with the average LV I said :

-Zell's Duel is for now does up 21k in 1 turn or even more with crit
-Irvine's damage vary a lot depending on Crisis Level and Critical Hits currently up to around 8000-8800 a turn
-Squall's renzokuken currently does around 950-1050 per hit so that's 3800 up to 8400 and Fated Circle does around 2200 (it can crit dor Double) so Squall can currentyl reach up to 12k-12.8k if Fated Circle crit.
-Squall with 100 Water to Elemental attack can also deal around 8500 damage with Darkside, so yeah in the case of Squall Darkside compete with his Limit Break ^^
-Selphie with 136 in magic can deal around 6800 damage with 1 Water cast (meaning with Triple (tough I need to manage a Cerberus summon if I want it) it's 20400)
-Quistis with 140 in magic can deal 16500 with Aqua Breath
-Rinoa with 168 in magic deal 7500 a water cast (so 22500 with Triple)

So for now Zell has the best damage against neutral foe, if there is an Elemental weakness like Hexdragon tough magic is the way to go.

55
As for your latest post, I kind of regret not having finished the mod's new version earlier, as almost all the things you mentioned will be changed in one way or another, especially in Centra Ruins. Would have been a good opportunity to get some feedback right away, but well... As for Tonberry, you are right, reducing the kills required to make Tonberry King appear is a good idea, yet somehow it has never crossed my mind. Just noticed that it's actually a quite easy thing to do. Everything else was already on the list, but thanks anyway.

A good thing with me I'm the kind of guy who does like 500 different save files XD, so if you were to release a new version I don't mind going back a bit for giving feedback, when do you the new version will be finish ? if not to long then I might pause my playthrough and continue once you update, would be pointless to give feedback on things you already plan to modify, on other subjects :

-Ammo Availability: Ok, will do something similar, without making any Ammo type finite, though. Further reducing refine rates for Ammo and item drops should do for now. Some of them are still too generous, especially for Fire Ammo.

That could work, for Fire Ammo I would suggest remove the Fuel from shop, this is pointless item to buy otherwise and the fact it's available pretty much anywhere make Fire Ammo really easy to get. On subject of Irvine's Limit break power since you say to have immune boss to Vit 0 Armor Shot is the one that worry me the most, currently on Cerberus I'm doing around 1000-1100 per shots (double if it Crit (it help Irvine has a good Base Luck with 100 Death and Luck+30% he has like a 30% crit rate currently) so with 3 to 6 shots I mention earlier that's 3000-3300 to 12000-13200, very unlikely to reach this tough often I say I get an average of 2 crit when shoting 6 ammos so that's more 8000 to 8800.

-Edea: Yes, removing one of her taunts sounds good. Her new AoE will be one-time only though, as she will have her turn skips removed. Both regular AoE and no turn skips would probably be a bit too much to be honest.

Will see how it turn out then.

-Duel: Not sure about reducing the other moves besides Punch Rush and Booya yet. It would be good if you had an eye on how Duel performs for you against enemies in the late-game, as most of them (especially bosses) have noticably higher Vitality than enemies like the GIM47A, and are mostly immune to Vit 0. If by then you still feel like Duel is too strong, then some adjustments should be made for sure.

It certainly is to early to judge if Duel is to strong or not especially considering I'm not using high tier magic yet (I've got some tough), I'must say tough that it's the most fun Limit Break to use, since the easy way of spamming Booya and Punch Rush is out of the way I have to found new combos, so on that aspect you manage to make it more fun, by the is Meteor Strike still a Gravity move ? Or did you make it a physical attack, I haven't test it yet.
Edit : Tested Meteor Strike is physical attack good thing, for now with 115 str and a crit rate of around 28%, I was able to get almost 14000 damage on a Hexdragon with a timer of 5.66 seconds as for the combo I do it goes as follow :

Punch Rush (starting) > Dolphin Blow > Mach Kick > Dolphin Blow > Meteor Strike > Dolphin Blow > Mach Kick > Dolphin Blow > Mach Kick > Dolphin Blow > Meteor Strike....etc...

I'm seeking for a better combo (potentially one that would get more Meteor Strike) currently and still haven't be able to run a damage test with better timer.

EDIT 3 : Manage to test with the highest timer possible of 9.33 second manage to deal almost 21000 damage still on Hexdragon, wonder how it will go against high vit bosses.

-Aqua Breath: I was very cautious in regards to its damage against Jumbo Cactuar and Ultimecia's third form, so they have had their weakness against Water reduced and defensive stats increased. It will still be strong, but not strong enough to finish these bosses within just a couple of turns (at least not with Water attacks alone).

OK that's a good thing to hear, I guess I will see how it goes.

56
Keep going through :

-Tank second round (always forgot his name) : Way easier than the first time but I guess story wise it make sense, basically he really hate Water, and is quite slow, I quite didn't his Laser once.

-Centra : So first off good thing you add a fight there before Odin, that fight caught me off guard and I got killed once cause I wasn't prepare for it, the second time around got some Water and Earth protection, found out the Armadillo can be Zombified so I did that and throw Life to Instant-kill them, once alone the Chimaira is easy to deal with despite her Thundaga seriously hurting, good thing however we can go out of Centra and reenter to reset the timer, despite Odin's complaining XD

-Odin : So he is just like vanilla and does absolutly nothing, so yeah easy boss there, manage to steal Luck-J Scroll from him then I just spam Zell and Squall limit breaks and Double Water until he goes down, he has quite a lot of health but that's about it.

-Tomberry Sr : Man I swear I love Reloaded for having to just kill one Tonberry in order to fight Tonberry Senior, having to kill 20 tonberries is just dumbest thing in this game, OH well at least it allows me to get a bunch Chief's Knife to refine into AP Ammo. As for Tonberry Senior he is pathetically easy, really this guy is nothing but a giant HP Sponge, tough I don't know if I get Lucky but he didn't use Junk at all during the entire fight, so I just keep Quistis and Irvine low HP and spam their Limit Break while Squall was on support, by the way Irvine AP Shot is good was doing 750 damage per shot at the time (now probably more since I have better Junction) and over 1500 with Critical hit I can shot 3 up to 6 Ammos a time so that's 2250 up to 9000 depending of Crisis Level and Crits so pretty good.

-Fujin and Raijin : The fight against Raijin and 2 Soldier is just warm up so I didn't expect it to pose a challenge at all, so for Fujin and Raijin I think this fight could be interesting but it need some works, first off they can be Slow and once you Slow them both this fight becomes a complete joke as they will never be able to keep with your healing, the only dangerous attack is Raijin Special as it deals over 2800 without Protect so Protect is pretty much mandatory for surviving this attack, other than that Raijin doesn't do anything special, and also him doing a Hi Potion + is just laugheable I can hit him for 7000 damage with Double Bio, so what is the purpose of this I think you should replace the Hi Potion + by something else. Fujin does nothing but Wind Magic as long as you don't Draw Pandemona, after you draw it she starts using physical her normal attacks inflicting Slow and Poison can be annoying but again since she can be slow I can keep up with her, and by herself as long has you have Wind Resistance (I had Aero + Float junction to elemental defense on all character) she doesn't have any ability capable of doing dangerous damage outside of Sai reducing HP of 1 character to 1.
I also try the fight without Slow, it is still easy, just don't draw Pandemona while Raijin is around to prevent Fujin to do Sai (can be dangerous if Raijin is around as this potentially gives him the opportunity to kill a character) or her normal attack with statut effect overall I think this fight need some serious work, I think make at least one of them immune to Slow or give them some counter ability so that even slowed they can fight back, maybe give some other spells to Fujin Tornado is fine but Aero is honnestly kind of a joke at this point and making her able to use all of her attacks even when Pandemona is drawn and lastly Raijin's Hi Potion + should be replace by something else it's honnestly completly useless at this point of the game as we can deal over 7000 damage to him.

57
Ultima can inflict around 12-13k on a target with Vit 0, but as most late-game bosses are immune to Vit 0, you probably won't see that very often. The average should be 9-10k, which is still a quite an improvement over the original version, in which Ultima does around 7k damage at most. Meteor is currently a little too strong in this mod, and will be put closer to Ultima levels of damage, so that Meteor does a slightly more damage than Ultima on a single enemy, but noticably less when hitting multiple targets. GF benefit from breaking the damage limit greatly. If you know about enemy elemental weaknesses and also their severity, they can be fun to use, if you don't mind the animations too much.

AH Was expecting more of Ultima, but I guess that's fair enough, I really should give a fair shot to GF I'm just so use to not use them kind of hard to break that habit ^^

Yes, I noticed Pulse Ammo being extremely powerful in Requiem too. But that's not really surprising at all. I have to say that Irvine's Shot is possibly the most difficult Limit Break to get right balance-wise - not just in terms of raw power (as they scale very well with Strength) and crit chances, but also when it comes to accessibility of Ammo in general. In the original version, all Ammo except Pulse Ammo is very easy to come by, and not that much has changed about that in this mod yet. Do you remember how you got the Flame Ammo for the Oilboyle boss battle? I already reduced the numbers you can refine from Bomb Fragments and the like, but I'm not sure if it's enough to make Ammo feel like a valuable, limited resource.

Well yeah Irvine's Limit Break is hard to balance, heck even in Reloaded Irvine was kinda OP being the best damage dealer at all stage of the game with AP Shot for mid game, Fire Ammo for Fire weak ennemies (and even a decent AoE in general), Dark Shot has the single best way to set Vit 0 (which in Reloaded still work on every ennemies like Requiem) and Pulse Ammo for late game damage.
Maybe you could do something similar to what mexicon did in Reloaded, originally I suggested to remove Ammo-RF but that was a bit extreme, so mexico decide to just make the troublesome Ammos (mainly Dark Ammo and Pulse Ammo, AP Ammo was losing potency later in the game due to not breaking the 9999 damage, and Fire Ammo is situationnal) limited in the game, meaning you can't farm them there's just a fix amount in the game and no more which makes the player think twice before spamming them, maybe you could do that I don't know yet which ammo are the most powerfull tough.
As for Fire Ammo I get them from Fuel which can be refine into 20 Fire Ammo, you can buy them in shop which I didn't do but I dropped a lot of Fuel from the GIM52A in the Prison, so combine with Bomb Fragment I got 100 Fire Ammo fairly easily, in fact I still have 7 Fuels to spare so 140 Fire Ammo.

Well, I know of a few mod testers who liked to use their GF as a shield in battle, so I thought Gold Armor would be a good fit for a sidequest reward. It's also one the items that are absurdly hard to come by in the original game, so I wanted to give a little more opportunities here. But I understand it feels disappointing for anyone who uses GF only rarely or not all. Maybe I'll switch it out, and put the Gold Armor elsewhere, so the victory over X-ATM092 feels more earned.

To be fair it's partly my fault, GF seems to be really good in your mod, I really should try them more, I'm just reluctant due to past playthrough from Vanilla, and neither Requiem or Reloaded manage to make them usefull, so I will try to play them more from now on.

I would really like to give Edea one more AoE besides Maelstrom, but the problem is the limited space for attacks for each enemy. And in the case of the first Edea battle, it's particularly sparse, as all of her lines count as an actual move. But I'll see what I can do to free up a little more space. As for her Speed, yes, she is quite slow, but that's intentional, as she is a Mage/Sorceress, a class who isn't known to be the fastest. I think the bigger problem is her still skipping a turn every now and then (25% at the moment). This will be reduced or even removed completely in the next version though.

AH Yeah that 1/3 chances of skipping turn, yeah I remember this pissing off mexico during Reloaded's development ^^, and worst being that apparently some ennemies just completly glitch out if you try to remove it (Most noticeable in Reloaded being Ultimecia's third form, which is the easiest of the final fight in Reloaded because of this). Couldn't you remove some of their lines ? Like the one where she taunts the character mid battle is just a waste of time.

Do you remember how you did 6000 damage with Zell's Duel in one turn? Is it still the repeated use of Booya and Punch Rush? If so, then I don't really know how to make it less effective, other than removing the possibility of this combo altogether (their base values are already quite low).

OH No Booya and Punch Rush have been nerf down to the point it's honnestly pointless to use them, however Heel Drop, Mach Kick and Dolphin Blow are still strong on GIM47N Heel Drop does 400-450, Mach Kick does 550-600 and Dolphin Blow 780-820, basically I just try a chain with as much as these as I can so 6000 on GIM47N (without Vit 0) in 5 seconds.

As for the lack of difficulty in D-District Prison, I think you had a certain advantage because you keep your levels rather low, as the GIM47Ns won't use their AoE skill on lower levels (all enemy levels will be fixed in the next version though, to keep perceived difficulty more constant throughout the game). In the Prison, it's actually risky to stay at low HP for longer periods of time, as there's also the Aqua Breath attack from Chimeras that can catch you off guard easily. As for Quistis Aqua Breath, yes, it's quite strong, especially in this area, as there are so many enemies weak to Water there. In other areas, it won't be as effective though, so I guess it's fine to leave it as it is.

Chimera's Aqua Breath caught me off guard the first time but didn't kill me, after the first tough I just junction 100 Water to elemental Defense so I was fine, my only concern about Aqua Breath is Cactuar, Jumbo Cactuar and Ultimecia's third form (unless you changed it she take Triple Damage from Water), tough if it's only the Prison and them I guess it's fine.

Tri-Faces are still there and common at the lower areas of MD Levels. I would recommend the Oilboyle area, where Blobras and Blood Souls can be encountered as well.

Guess I should have just persevere, well to bad for me I guess, OH well it will just delay the time I will get Pains.

By the way I fight Norg, well I have no complain on this one really it's a really well done fight, Norg has enough HP to take a lot punishment without it feeling like a marathon so you need to do a lot of damage but he also does a lot of damage that you have to recover or protect from, he buff himself so you need to debuff him and all of that while preventing the Eye from turning Red so a really good fight as their is a bunch of thing to watch out for and always something to do, so I don't think this fight can be better outside of maybe giving him the possibility to inflict Statut Effects, and maybe reduce the amount HP of his Pod, the fight gets interesting once he is out of the pod, the pod phase feel unecessary to be honnest, other than that it's honnestly my favorite fight up to now, as for damage Squall's Darkside with Aero to Elemental ttack does over 3000 and Rinoa with aero hit for 1800 Irvine was mostly on support.

58
Alright disc 1 complete so quite a lot to say :

-Tomb of the unknown King : Like that you had a little fight during the puzzle, tough you maybe should have immune the 3 Weevil (french name sorry I don't remember the English name the skeletons mob) to instant-death as you can kill them with Life spell.

-Sacred Round 1 : Not much to say here this is just a little preview of the true fight, I don't think I would have been able to kill him so I let him run away, however since he barely act I took advantage of him stock 100 Lifes with my characters and mugged him for 3 Healing Mails, Confuse on his normal attack is annoying but ultimately not dangerous.

-Sacred and Minotaur : This fight took longuer cause I wanted to mug them, and I was right to do so as Minotaur as a Power Wrist to take for a free Str + 20% really nice at this point, all in all an fairly easy fight as long as we are cautious, I use Double here to set Protect and Float as soon as possible, Float allow to avoid Mad Cow Combo and Sacred's new spell Cave-In (Earth damage + Gradual Petrification), I actually never get hit by Mad Cow Combo and this would be my only complain about this fight they take way too much time to use Mad Cow Combo, other than that set Float on them to cut off their healing, then it's just Double Aero (around 1.6k to 1.8k) or Zell's Duel (who is still very good at this point)

-X-ATM092 rematch : Before finishing Disc 1 I wanted to beat this fight, probably isn't suppose to be done at this point but I manage after some try, easily the hardest fight so far this guy is no joke, I have to pull off Shell, Protect and Float and keep them up for this all fight, as all 3 buffs are mandatory, if you don't have Protect he will destroy you with Explosion easily the worst attack of this fight as it does 1500 WITH Protect (at this point the highest HP I have is Squall with HP + 10%, 100 Life to HP he has 2500), Shell is needed for Firaga and Ray Bomb and Float is needed for Quake. Needless to say the beginning is very luck base, then it's a matter of being extremely cautious, keeps the buff up while Damaging him with Thundara (Rinoa does around 3000 damage with Double Thundara), thank god I still had some doubl to spare, this fight wouldn't be possible without them, also Quistis's White Wind is really usefull to counter his Explosion with just Blind it does enough damage for allowing her to have her Limit Break, otherwise it's Double Cura for healing. Must say I'm quite disappointed with the reward (I don't need Gold Armor and can't refine X-ATM092's card cause you need 10 of them) but at least 50 AP is nice to get.

So no go to end of disc 1 have a couple of fight to go through :

-Iguions : I make this fight harder for myself cause I wanted to mug them as we can mug Dragon Fin from so up to 2 Dragon Fin which can be refine into 20 Doubles, so couldn't let this chance pass, for some reason the one on the left is a lot and I mean a LOT harder to mug than the one on the right, in all of my try I manage to mug the right one in 1 or 2 attempts, but end up killing the left one before I succeed at mugging I had to resolve myself to heal the bastard in order to finally mug him, anyway the thing with this figh is that none of the 2 forced character is a good caster, therefore my healing and magic damage potential was severely reduce, but Squall with 100 Break to Ele-Atk can deal around 750 damage (1100 when Berserked), I set Shell on both Irvine and Squall cause Magma Breath and Resonance hurts quite a lot, the draw Carbuncle, Mug the right one and kill him with Squall was Irvine is on the support, once the right one is down Resonance is out of the fight which is good, then I mug the Left one and finish him off once I succeed.

Must say I was expecting some new fix fights with Zell, Quistis and Selphie bt it didn't happen so that part is just like Vanilla then onto the final fights :

-Squall VS Seifer : Not a push over this time around, his physical can hurt if he crit and later in the fight is Fira hit for 1000, and I forgot to protect Squall against Fire like a dumbass, fortunatly Seifer need 3 turns to kill Squall and seeing how Slow he is it's not gonna happe, as long as I don't take useless risk this is a manageable fight well done considering how 1 v 1 fight are tricky to balance in turn base RPG.

-Edea : Probably the biggest let down of Disc 1's ending, the start was great I was genuily afraid of her Maelstrom setting Slow on all my team, but then she doesn't have the speed to back it up, I had all the time necessary to heal Slow with Haste, set Double and Shell on my characters, she is slow and can only attack 1 character at the same time, which makes her easy even in the last phase where she uses aga spell, Shell is mandatory so that she doesn't 1 shot, but if it happen it's pretty easy to recover, as for damage I was relying on Double -ra cast and Renzokuken, I think she need a little buff in speed and some AoE options, as of now she is the easiest fight of Disc 1's ending IMO.

So Disc 1 over with Squall LV17, Quistis LV15, Zell, Selphie and Linoa LV14 and Irvine LV13.

EDIT : Progressing :

Laguna's third dream has a little fight against 2 Grendels, the can be berserk and slow which make them harmless, and I got lucky by turning them into Card I got 1 Catoblepas Card, which can be refine into a Black Hole to learn Degenerator to Quistis not sure if this intended.

Now for the Prison, I want to say Zell's Duel is still extremely good with No Crit I can still pull of over 6000 damage in 1 turn enough to kill any mobs in 1 turn (I'm quite interst to see how it will turn out late game), Quistis's Water Breath can break the 9999 limit on the Robots as they are weak to Water and she can kill pretty much anything with Degenerator anyway XD, so really the Prison was a walk in the park, this include the Final Fight which Quistis single handedly destroy with Water Breath she can kill the 2 Robots (they barely even got the time to act) in 2 turns then the Galbadian soldier is easily finish off by Squall using Darkside, Squall currently does 2000 damage with Darkside with no Junction to Elemental Attack by the way XD.

EDIT 2 : Progressing further, Missile Base was fun, on the Commander + 2 Guards fight I take out the Guard first, then manage to Draw 100 Reflect with both Selphie and Quistis (my team was Selphie, Quistis and Zell) which make the Commander annoying tough as he can set Confuse on us, Regen on himself and deal high damage with Bio.

For the big tank things at the end I Junction Water to Zell attaque and he was dealing over 2000 with Darkside, Selphie was dealing 1700 with Water spell same with Quistis, he hit like a truck tough his Gatling hit for over a 1000 and set Slow and his Laser deal over 2500 damage so pretty much a one shot, he also set Mighty Guard at a moment but I just Dispel it right way, and I finish off the soldiers after him with Zell's Duel and magic.

Now before starting the Garden I upgrade Irvine's weapon, now the garden part was for the most part well done since I was around LV15 with Linoa and Irvine and 18 with Squall the fix fight at LV45 were providing good challenge and I like how you change them so basically :

-Tri-Face : Very farming spot for Pain just put him to Sleep and you can draw Pain from him, I draw 100 Pains with Linoa (Irvine and Squall's magic were to low) and Mug 6 Curse spikes for 60 more pains, so just keep him under sleep and hit him with Fira until he dies, watch out for the Poison Gas before he died. 100 Pains gives a massive boost to Linoa's magic she now has 131 in magic.

-Grendel + Bomb : Kill the bomb with Blizzara, Linoa can deal around 3700 to it with Blizzara, for Grendel put Berserk on him makes him much manageable.

-Ochu : Haste to cure the slow of his Ochu dance, then he is weak to Fire so Fira spell and Squall with Darkside and Fira to Ele-Atk-J does really solid damage.

-Death Claw : Berserk + Blind = GG otherwise this guy would be a pain in the ass as he can counter with Sleep Gas and has Explosion who deal ridiculous damage.

-2 Mesmerize : Just Blind them and they become a non issue as all of their attack are physical/

-1 Glacial Eye + 1 Bomb : Kill the bomb with Blizzara and the Glacial Eye with Fire.

-Granaldo : Can be Slow and is weak to wind, honnestly he didn't even get 1 turn.

Then for the MD Level, has Tri-Faces been remove from here ? I couldn't find any wanted to get some Pains from them, so I just rush to Oilboyles, who I completly destroy, Oilboyles is definitly Irvine's time to shine as they are weak to Fire Irvine can deal 1300 (double if crit) per Fire Shot and he can easily pull off like 4 or 5 shots per round, I killed them in 2 turns this way, just one of them got the time to cast a Sonic Wave.

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At the moment, some of the Card Mod results are probably still a little too generous. For example, it's still possible to create Death and Meltdown right after the start of the game. Especially Meltdown is a little problematic, as it is noticably stronger than the -ara spells in this mod, and contrary to other mods, it still inflicts Vit 0 reliably on most non-boss enemies. I guess both spells will be moved to LV 6 Boss cards for the next update, but other than that, I think the results are fine. Of course, moving Card Mod to the end of the game has its advantages, but I think turning cards into items/spells per se was a fun component in the base game, just not very well balanced in regards to results, so I deciced to leave the Ability in the early-game and balance it out.

Well I unlock the Card Mod ability recently, I didn't use it yet tough but from the look of it it didn't seem to OP, and well the Card Mod ability kind of justify the Triple Triad's existence, if it wasn't for it Triple Triad would just be a colossal waste of time, so it definitly should stay in the game one way or another, I just become broed of the mini game itself after so many years ^^.

Oh, I see. You were watching v1.1.2 of this mod then, when only the Flare spell had the damage cap removed, so it can do more than 9,999 HP damage under Rinoa's Angel Wing. It was a short-lived experiment though, as I've found a way to generally lift the damage cap shortly after, which I think was important and necessary to make standard physical attacks still relevant in the late-game, to always have a valid option besides Limit Breaks and spells, which often have tedious animations as well (especially Meteor). I would love to make GF summoning sequences skippable as well, but it's sadly not an easy thing to do, as you said.

Yeah I recheck it was XeroKynos's stream, didn't read the description saying it was v1.1.2, lifting the damage cap sounds good, I'm interest as how much damage Ultima can do end game, I saw in XeroKynos's stream Meteor seems to deal around 18-20k a cast on a target with Vit 0 so I'm wondering how Ultima will compare with damage cap remove, same for GF especially the elemental one when striking a weakness could be good.

The base chance for most GFs is 150/256, or ~58%. This gets reduced by a few factors, such as enemy spirit, status resistance and I think also GF Level to some extent. There are exceptions to this rule for some GF though. For example, Alexander will Blind the enemy 100% as long as they are not immune to Blind, and Tonberry's attack always causes Death if the enemy is not immune.

I'll keep that in mind, sound like FFVII New Threat, where GF were good for inflicting statut effect (especially early game) which I like even tough Summons were losing in usefulness end game.

Yes, casting spells in the original was just not fun. And enemy magic damage was even worse than own magic damage, even at identical stats. I know that spells have been buffed even in Hardcore mods such as Requiem and Reloaded - which is absolutely the right thing to do. I played Requiem some years ago, and watched videos for Reloaded. It think Reloaded has many neat ideas, especially in regards to additional challenges and content. Too bad it isn't available in English though.

Well Requiem and Reloaded had one thing in common since Aura was really hard to do, it end up like Magic was the safer option for good damage, while Limit Breaks were the high risk high reward (people underestimate Limit Break in Requiem but with Vit 0 Squall could deal up to around 60k with his Renzo, and Irvine was kind of OP between Dark Ammo for statut effect (even better in Reloaded as they can inflict Vit 0), AP Ammo to not give a damn about the ennemy defense, Fire Ammo for good AoE/Elemental damage and Pulse Ammo who could deal over a 100k in one round thanks to them breaking the damage limit (depending on Crisis Level and Critical Hit)), which I think was what makes Requiem fun, and it allow the Crisis Level mechanic to be really huge factor (while in Vanilla you don't give a shit about it because of Aura being so easy to access)

Well I was one of the beta testers of Reloaded, in fact some little stuffs are coming up off my feed back and suggestion, the biggest thing being the creation of LV1 and LV100 version, which accidently came out of me when I started a playthrough of Reloaded with using a Save Editor to stay LV1, I just wanted to see how it would play and mexico got the idea of creating this 2 sub versions out of it XD, so yeah kinda see Reloaded Mod as it was created, gonna say it was a very fun time (the most fun I had out of any mods) and instructive to of how game and modding development in general can be tricky (man how much trouble we had hunting down glitches and oversight like bosses not dying despite being at 0 HP or hitting themselves for some reasons XD and balance things out difficulty wise (like I insist a lot for nerfing Irvine's Pulse Ammo (originally it was possible to get up 200k with them which was ridiculous) and reworked is Limit Break in general (Dark Ammo and Pulse Ammo are now limited througout the game so have to use them wisely, was originally a suggestion of mine ^^), and yeah sadly for non french speakers mexico doesn't plan on releasing an english version and I can't blame him for it as it would take a hell lot of time to translate everything (especially new attacks name, new dialogs....etc....).

Granaldo starts using Dissolving Acid after the Raldos have been defeated. It's an attack normally used only by Malboro and shoves off 37,5% of the target's current HP as physical damage and has a chance to set Vit 0. I guess you just didn't see it because the RNG went in favor of Granaldo's normal physical attack, so I guess a few AI changes and maybe slight buff for his normal attack should do - I don't think that durability is the problem here, as Granaldo actually takes quite some hits, unless you pound him with Aero repeatedly. As for Diablos, yes, your ideas sound reasonable. Especially the Haste counter when at 50% HP, as it would create a lot of tension. About immunity to Gravity attacks, I'm not sure. I'll try making Diablos counter Draw Cast Demis as well first. If that doesn't work, I might go for it.

So I guess I was lucky for Granaldo, yeah as I mention I had already did some damage to Granaldo before taking care of the Raldo, I will keep a save for Diablos then once you modify him ;).

Other than that, thank you for the feedback in your latest post. Now that you mentioned you were actually on an older version of RaW, I wonder if all mod changes have been active for you from the start. It could be that enemy magic damage didn't do its full potential before, but on the other hand, you said that you got Doubles and that X-ATM's Ray-Bomb did high damage, which is how it should be if everything is installed correctly. Hmm, weird. Anyway, good to hear you got the music issue solved, and also beat the Esthar Cyborgs by slowing them down. The Slow Draw Point at the beginning of the Excavation site has been placed there for exactly that reason.

I can guarantee gameplay changes were applied from the get go, what happen is that I had RaW W07 Lite but my main RaW was W06 so I thinks that's why music wasn't working, up until now I was playing with RaW W07 lite (so no musics) so the change of gameplay were effectivly applied, I compare with XenoKyros's stream which I heard wasn't install properly in the beginning resulting in magical's damage from ennemies being way lower than you intended, as I was taking a lot more damage for Magical attacks like Ifrit's Lava Burst than him I think I can be assure that the gameplay changes were applied.

60
Alright solve the issue with the music, the problem was simple it's just that I thought I already had RaW's latest version while I in fact had the previous version, so now that issue is solve back on the mod :

-Just grind Mid Magic refine and so fill my character with Fira, Blizzara, Thundara and Cura still keeping them for junction tough.

-Laguna's first sequence : There's really nothing noticeable, outside of having encounter an Ochu, I don't remember Ochu being a mob in this place, also the sewer having only Red Bat, unfortunatly, so not worth going down in there.

-Gerogero : Very easy fight thanks to selphie's Limit break, while Zell was just punching him (in Berserk) and Squall was on support, I didn't even pay attention to his attacks to be honnest, saw he has a new attack that's like the Snake's Poison breath, which actually help me more than anything else, and his physical attacks was dealing 400-500, also only Zombie to draw from him, interesting tough as Zombie gives more HP when junctionned to HP than Cura.

-Timber : To put it simply every forced Encounter was deal with Zell's Duel, as a side note I'm still doing pretty much no Random Encounters as for now I don't need to will see.

Did go to Dollet see we can have a little rematch against X-ATM092, however considering the bastard is LV50 with over 32k to deplete, I'm gonna pass on this one for now.

-Laguna's second dream : Well Esthar's robot have Protect, Shell and Dispel to draw from so that's nice as Dispel is the best junction to Magic I have at the moment, Protect and Shell are obviously good, the last fight wasn't that bad, the main danger being Circle Sword however 2 out 3 of my character can survive 2 Circle Sword and once they did Circle Sword with Slow on them and Protect they are basically harmless just heal up and use some of Ward's Limit Break and done.

61
The Draw Point in Balamb Garden library can only be used once during disc 1, as the Double spell is meant to be a valuable resource in the early-game before it becomes more common from mid disc 2 and onwards.

Yeah I check after posting my message, that's good I think farmable Double would have been OP at this point ^^.

Card Mod results have been toned down in a way that they merely give you a good start instead of making you invincible for the rest of the game. The overall benefits of Card Mod should not last much longer than early disc 2, at which point you would receive the possible spells from monsters anyway. LV 6 and 7 boss cards still refine into very good items, but their availability has been pushed back to mid disc 2 and early disc 3 respectively (before that, they can only be received as one-time rewards for completing sidequests), but the spells they refine into become available soon through other means as well. So all in all, Card Mod is never really needed and should be seen as a little bonus in this mod, or an alternate method of acquiring spells.

Yeah that's what I thought I think there's only 3 ways to go about Card Mod, either do it the way you did aka Balance it around the game, the way LandonRay try to do in Requiem which is balancing the game around it (which translate to make every oppenent strong as hell, which didn't work at the end cause abusing Card Mod was still making the mod way easier than it should) or the way Mexico did it for Reloaded Mod which is making Card Mod Disc 4 only and only if you have gotten all the cards before the Disc 4 (this was kind of a huge sidequest), which I think was an interesting approach as Card Mod basically give you the final upgrade you can get from the game (and he disables Triple Triad in Disc 4 so Rare Cards can only be refine once each, which makes it easier to balance IMO) so it come as a nice final reward but not necessary at all and can't be abuse. Will see how your approach turns out, for now tough I don't plan using Card Mod ^^"

As for the damage limit, it is as Squall93 said - everything can break it as long as it has the potential, mainly to make standard physical attacks and GF more useful in the late-game. 30k damage with Darkside is indeed possible, but not without having the right element junctioned to Elem-Atk, and of course it also depends on enemy Vitality. I guess the stream you watched showed an outdated version of this mod, when this change was not introduced yet.

Maybe in the stream I watch the player was breaking damage limit with Flare (with Angel Wing) but Quake was stuck at 9999, so I dunno. But that's an interesting feature, I honnestly always thought that GF were like the absolute worst thing to do in battle in FFVIII Modded or Vanilla, not only cause the damage potential is really not great, but the animations just take for ever (by the time their animation end I could have just cast 2 or 3 spells for overall more damage), I don't think this is possible but if there was a way to make their summoning sequence skippable that would be better.
Speaking of summon, what are the chance of success to their statut effect ? I was genuily hype when I saw while pausing that Ifrit could set Vit 0, but everytime I summon him it doesn't inflict it and just do mediocre damage.

Other than that, thank you for sharing your imressions in regards to difficulty. They are what I would expect from someone who has played both Requiem and Reloaded mods. The first couple of bosses are indeed quite easy, to maintain a healthy curve, but difficulty should ramp up noticably from Centra Excavation Site and onwards. From that point, getting up-to-date spells becomes important, and monsters should be fought for leveling up instead of running from every encounter.

Casting spells is also way more important than in the base game. The junction effects for many spells have been made rather weak intentionally, so they can be used in battle freely. That's particularly true for basic offensive spells, such as Fira, Blizzara or Thundara - they are rather poor on core stats, and magically oriented characters don't necessarily need them on Elemental Junctions either, as their Strength is low to begin with and their natural Spirit is high enough to reduce enemy elemental damage to reasonable levels. Status-changing attacks are also often the key to winning battles, as well as prioritizing targets, maximizing damage per-turn, or just defensive play before going all in.

If you keep all that in mind, you should never really encounter any major problems in this mod. Even though it will probably reach hardcore mod levels only rarely, I hope it will entertain in some way, and offer an experience different from the original version. Feel free to report back any time.

Yeah spell casting wasn't bad in Vanilla but clearly inferior to Limit Break so they need a buff, this is something that every modder even LandonRay (aka the master at nerfing the hell out of the player XD (HS : I'm trolling him a little but genuily enjoy most of the Requiem Mod, hope he is fine haven't heard of him for quite a long time now)) seems to agree on, for now I say the difficulty is between Vanilla and Requiem (Mexico's Reloaded is more tricky to note cause it keeps the Level scaling even on bosses (altough for bosses it removes the cap every boss can go up to LV100 even Ifrit) so it really depend, tough I think some parts where genuily harder than Requiem).
I'm honnestly not seeking hardcore level for now (I have my deal with Requiem and LV100 version of Reloaded XD) but a more relax experience (not a walk in a park mind you) and above all having fun.

I recently beat Granaldo and the Raldos and Diablo, Granaldo and Raldos are a good farming spot for Protect and Shell, once you kill 2 Raldos you effectivly reduce the numbers of attacks by a lot, with Protect they don't hit very hard and so by just healing from time to time it's easy to stock up Protect and Shell but the fact the Raldos attacks and even have an AoE is interesting make the fight more entertaining, so I think this fight is good for what it's suppose to be, I would just buff out Granaldo for when he is alone, he just doesn't do enough damage, I read on this thread he was suppose to gain new ability once alone but I killed him in 2 turns (I had damage him a bit prior to killing the Raldos tough).

Now for Diablo, I say he is my biggest disappointment so far, I don't have issue with story boss being easy, but this is an optionnal boss, and I think he should put up more of a fight, first off I honnestly think he shouldn't be vulnerable to Demi, this is something that always bug me he is the Gravity GF, all he does is Gravity, even his summoning attack is Gravity it makes absolutly no sense for him to be vulnerable to gravity, furthermore this battle really resolve into having a character Draw/Cast Demi (to avoid the counter) with the 2 other healing and then wait for Gravija to finish him off with Limit Break, Doom and Pain are interesting ideas tough but he seems to prioritize Demi, physical and Gravija over it, also his physical really was nothing impressive (200-220), maybe you could spice him up by having him cast Double or Haste on himself when he is at half HP (or even both one when he is at Half HP and one when he is seriously about to lose) I mean that would justify more the fact he gives the ability to create Time Magic.

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I can answer some of your questions. All attacks have had their dmg caps removed i believe. Towards the end game its not uncommon to be hitting over 30k dmg with squall using darkside with max strength. As for card mod I've barely used it and have been completely fine.

That is good to know, really don't want to go through the cards again for now, Damage Cap remove looks interesting will see how it goes end game (I don't expect to reach this kind of damage this early obviously^^).

63
Hi there, so I'm just passing and wanted to try this mod, after having hard time to install it I run into an issue, the gameplay change seems to work perfectly fine, however I just don't have music at all just the sound effect, so this isn't an issue that make the game unplayable by any mean, but is there someone that run into that issue and know how to fix it ?

On the mod itself I only played up to Ifrit for now, want to say the mod seems quite easy compare to Requiem and Reloaded Mod (the only other FFVIII's mods I've played for now), but I acknowledge that this is a Rebalance Mod not an Hardtype Mod so that's a nice change of pace for me, it feel not hard but not Vanilla easy at the same time for now. I also like the Draw cap removal that's a really nice change here make the early game faster when tring to draw the early magics. Just I think a source of Double might be to early, it completly trivialize Ifrit all you have to do for him is spam Double Blizzard, use Double Cure when he uses Lava Burst and single Cure when he jumps (the damage from fire aren't an issue), I didn't check if the source reload with time, but if it does then it's nice.

Now I have some questions :

-I saw a lot of people play a lot with Card Mod with this mod, and so I'm gonna I am that weirdo that absolutly despise that mini-game and found it boring, so here's my question : How much is Card Mod necessary ? Can we finish the mod without it ?
-I saw you remove the Damage cap for many attacks, but saw on stream that there is still spells capped at 9999 so which spells/ability had the damage cap remove exactly ?

EDIT : Continue a bit did Dollet mission, I admit that for now I run away from like 80% of the random fight, maybe I shouldn't do that considering bosses have fixed Level, but for now this isn't an issue at all so as for the bosses :

-Biggs, Wedge and Elvoret : Are a non issue, Zell's limit break is still very powerfull (maybe even OP to be honnest) for this point, you can still chain infinitly and some hit hit hard (mainly Mach Kick was dealing 140 to Elvoret) and the chain with Burning Rave which was dealing over 900 damage, I set Silence (and he had been Blind by the Snake's dark Mist earlier) on him to boost his Crisis Level and with Elvoret still having the predictable breath (every 3 turn) it's really to spam his Limit Break and destroy Elvoret with it.

-X-ATM092 : Very easy, his Clash and Ray Bomb hit hard, but I had spare some Double for him so basically Double on Selphie and Squall, 100 Thunder Junction to Ele-Atk for Zell, I tried 3 time to set Vit 0 with Ifrit but it didn't work so I just put Zell in Berserk and let him be (he hit for around 330), Selphie was spamming Double Thunder (up to around 400 per cast) and Squall was the healer it did go well and despite losing time on trying Ifrit (3 times) and Quetzacoalt (who was dealing 900 by the way but the animation is to long and he can die easily), I still manage to beat and go back to the beach with 10-12 minutes left. Also didn't use Protect cause IMO the statut duration is to short for now.

Still haven't grind a lot for now, so that's good.

64
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-22 06:16:58 »
Yeah totally forgot the return.

Other than that the function where not working I assuming the game disable the other functions when the ennemy die, however for Black Waltz 1 he already has a Death Function for his dialog so I test out to add an attack with this function and it works fine he effectively do an action just before dying, so I try to create a similar Death function for Sealion and..... it didn't work so I assume we can't create death function that works but we can modify a already exist death function or maybe this is specific to black waltz 1 so for Sealion I had to change my plan.

So after all this trouble I test the fight and it finally works well and I didn't edit their stats yet... well thanks god I didn't edit their stat cause Holy strawberries didn't expect to reach this difficulty basically the fight as it is now for me (at LV8 without editing Zidane's stats) start with the same difficulty as Vanilla but ends up being even harder than Unleashed, must say I'm quite happy with the result if I had to make anymore changes it would just be buffing Black Waltz's attacks a little for the beginning of the fight.

65
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-21 14:50:46 »
(sorry for the double post)

So I try for Black Waltz and Sealion honnestly I've a lot of trouble with editing this fight I had some problems I manage to found the solution but now I don't know what's going, here's the modification I've done : I've add 2 new attacks in their attack list and in their AI I only put this on blackwaltz's AI (named Sealion for the function if I've understand) :

Code: [Select]
Function Sealion_Counter
    if ( FirstOf(sealion[HP]) = 0 ) {
        set SV_Target = blackwaltz
        Attack( 11 )
    }

Creating a Counter function
And for Sealion's AI I add this in his counter function :

Code: [Select]
    case +2:
        if ( FirstOf(blackwaltz[HP]) = 0 ) {
            set SV_Target = SV_PlayerTeam
            Attack( 12 )

The rest of their script is untouch
When I start the fight the beginning is normal Blackwaltz summon Sealion then Sealion acts perfectly fine but as soon as it's Blackwaltz's turn the game just freeze and I can't figure out why.

66
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-11 16:19:17 »
Alright so I try for Plant Brain I use this in this AI :

Code: [Select]
if ( turncounter >= 5 ) {
        set #( SV_Target = SV_PlayerTeam )
        set turncounter = 0
        set selectedattack = 2
    }

From what I've understand his AI is a big function for selecting the attack he will use, I let the rest untouch, I test it and the fight works as intended he effectivly use Pollen every 5 turns, now I will try for Black Waltz and Sealion but I think I'm starting to understand better how it works.

67
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-11 05:14:36 »
OK si I have 2 questions :

For Plant Brain (I think that's his english name the evil's forest boss, I want him to use a particular attack every 5 turns, I looked up Necron AI I think the fonction that make him us Grand Cross after he did 3 attacks would do the job Am I correct ?

Also for Black Waltz 1 ans Sealion I would like to make Black Watz cast Might on Sealion before he dies I guess I would have to make a similar function to the one fort Baku's buff but changing the condition and targeting right ?

68
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-10 19:56:14 »
Alright so I test out the fight after doing everything, the fight work with no problem he does exactly what he is intended to do, I choose to remove "Aïeuh", for the channeling animation Baku use the "Ohla" animation except he jumps 2 or 3 times but it doesn't cause any glitch and it's actually funny to watch and in a way fits him in my opinion ^^.

69
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-10 18:24:04 »
OK I've tried out making a counter it works fine.
However I have a little problem, turns out Baku's attacks list has no empty space so I had to replace one of his former attacks by the buff I choose to replace "Aïeuh !" (French name) I manage to make the new attack works perfectly (I had to edit the animation but it works fine even if the animation is kind of funny ^^) however it is implemented in his original script so while he uses it on him when he has less than 25% just like I wanted he also still uses it on Zidane before this point.

So is there a way to expend his attack list ? If not how can I prevent him from using it outside of the Counter I made ?

70
Gameplay / Re: FF9 Trouble for editing ennemie's AI
« on: 2017-01-10 10:40:17 »
Thanks I think this will help indeed.
Fort now I want tout try making simple stuff, like for exemple during the duel between Zidane and Baku, I would like to make Baku use a buff on himself when he's low on HP (like 20-25%), so how can I do that ?

71
Gameplay / FF9 Trouble for editing ennemie's AI
« on: 2017-01-09 18:29:46 »
So this is my first post here, so I'm truly sorry if this might be out of the place and also I'm french so I'm sorry if my english isn't very good.

So I'm currently attempting at creating a mod for the PSX version of FFIX (as I don't have access to the steam version for now). I'm using Tirlititi's Hades Workshop general editor, the tool is awesome and for the most part easy to use, I pretty much found everything I've need for and manage to do some interesting things. However I'm kind of struggling with editing ennemies AI, I'm really new to this, thing is I can't figure out how to start, I've looked on internet but can't found something good for starting, I attempted to make some modification but failed for now. 

So I'm asking if someone could provide some help for a good start to understand and edit AI's script ?

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