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Messages - Gatchaman

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 08:34:39 »
Hey Damned - I'm not sure what you've seen already, but check out "Anxious Heart" under audio mods on this same forum to change the music in the game (compatible with most other mods, including this one). It has a few remixes already included, but if you want to use other tracks, you can probably swap them in the files if you take a look around.
The default settings replace the MIDI tracks with .ogg files, which is worth it even if you can't figure out a way to get your favourite remixes!
I don't think swapping the music in-game in a menu would be a remotely easy thing to do, but AH gives everybody control over the songs they want anyway.

There are other graphics mods on this forum too, lots of which should be compatible with this one (if you install in the right order), but I'm not so up on this stuff as I prefer to keep the default graphics.

I hope this is helpful.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-20 13:07:20 »
I just checked- Cloud's initial stats with his starting materia should be:
Str 33
Dex 16
Vit 28
Mag 30
Spr 32
Luk 14

Edit to avoid double posting:
In the first reactor, in the screen with the save point, the formation with two Grunts and a Sweeper- The Sweeper seems to have very little HP- only one attack was enough to take it out. I thought it was a bit tougher the first time through (without the new flevel patch), so maybe something has changed? Either way, seems off. The "SP Gained" message still appears when it's killed, too.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 14:27:52 »
Yeah it's balanced for it, selius- you get a good few levels quite quickly so you can always grind one or two out for some HP (try the reappearing Shin-Ra security at the bottom of the train tunnel  :D ).

Yuffie1983- I don't use 7th Heaven, but I'm pretty sure the necessary file is included in the mega download with the main installer!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 07:09:03 »
Oh! So that nobody else makes the same mistake I did - be sure to revert to the normal .exe before starting your new game!
I was still using the experimental 1.35 .exe patch and found myself with a 1 Dex Cloud!
Still managed to get out of the reactor in time with default battle/ message speed, and getting Cloud booted from the boss battle, though (twenty seconds to spare!).
 
I've reached sector seven and saved to switch back the executable version. Seems fine, should be OK, right?

I noticed the save points also had fun names for the characters' SP totals, and a couple of text box formatting problems from having custom names. (the text box where Cloud introduces himself is not big enough to contain "Gatchaman", for example, so there's a line break)
I like the intro dialogue boxes for the innate abilities! Barret's works OK with the custom names until the last message, though, where in the body of the text it still displays his default name.
Tifa's uses her custom name, but breaks over the line if she's got a long name.
So yeah, nothing major... YET  :evil:

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 02:31:06 »
Woohoo! I'll be checking this out over the weekend then. I'll give some feedback later, once you're back from your hols (enjoy 'em!).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-02 19:04:28 »
Yeah, an "are you sure?" would be essential! Especially if it's post-JENOVA.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-02 00:53:53 »
I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-31 16:04:50 »
Cagnazzo can be a hidden boss when you revisit the underwater reactor, or in the sunken plane, or on Mr Dolphin's beach, maybe! Anything wet and out of the way. Don't know what reward you could get though... Maybe one of the special armours, like his turtle shell.

9
General Discussion / Re: FF7 Remake general thread
« on: 2015-12-21 01:33:23 »
Thanks for the link!

I'm glad they're finally sorting out that damn asphalt! Don't want big grains in my tarmac- that's unrealistic!

I am interested to see how they'll change the soldiers, I thought they looked recognisable.

I love how they half- mention things, as if they just want to generate more discussion over tiny topics. Things like "online content" (! I guess they mean DLC?), or the party ability ("it's not cooperation!")

Also weird that they keep saying Jessica.

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General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-08 16:46:07 »
I think one of the most noticeable things is how his eyes can no longer be cartoon big for his face, but his face is the same sharp shape - I think now he's going to look even more similar to Sephy, apart from the hair.
I'd love for how believable /beautiful his dress and makeup look would be affected by how much effort you put in to the quest. Rushing through it, he's obviously a dude in a dress and a wig. Would be a lot of fun.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-08 03:28:44 »
The problem with Enemy Away can easily be solved by changing its function without changing its name! Just make the materia shoo away enemies (but not too far), putting them in the back row - that way they'll have weak physicals, muhahaha!
I was mostly joking, but it would be interesting to hear if this was possible, and now I'm thinking about this kind of thing, I'm wondering if it could give the character who equips it "Out of Reach!" for avoiding non-Long Range enemy attacks, as you added them in the exe patch. (though if someone doesn't patch the exe, the materia then either stops working, or becomes incredibly powerful, or some third, mystery, option)

Edit- Enemy Away will still have some value as is, as being able to flip the encounters on /off with materia rather than just at save points is more controlled (say, for finding certain enemies deep in a hostile dungeon, or getting home safe when you've run out of mp and items), and save points themselves can be quite sparse once you start saving on the world map. So I wouldn't worry about it being redundant.

And I'm glad to see such swift progress in feature escalation! Can't wait for your voice acting patch, I hope you put on different voices for the characters! :P

12
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-07 02:13:57 »
I can see it now... "Final Fantasy VIIR-3: Aerith Returns"

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General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-06 23:11:43 »
Yeah I wouldn't be surprised if the interface we see is a 'dummy' one to show the intent rather than a final build. I heard that it's not "completely" action based, and "strategy" will be involved, although in FF strategy is mostly in your menu /set up, so it wouldn't need to be much to be authentic! :L

I did like how AVALANCHE looked, Jessie is cute. That kick was spot on. Wedge sounded weird, but I guess it's supposed to be endearing because he's a softie ("I'm rolly poly!"), have to wait and see.

I enjoyed Crisis Core for what it was, especially considering it was a hand held title. Seeing locations and monsters in greater detail was fun. Genesis and Angeal though... Argh! Apples, poetry, honour... It's too much.

Also, I hadn't noticed the AC, BC, CC, D(o)C thing before! Neat.

14
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-05 17:59:04 »
Damn voice acting taking away my ability to rename em! Got over that problem ages ago but I still miss it.
Guard Scorpion looks sweet. Character models are pretty good, I think Barret looks a bit skinny, but that's about it. I also didn't see him wave his arms around in frustration.
Gameplay isn't identical then - that's solved that suspicion! I'm sure lots of people will be disappointed, but this site is probably the best site for you to be if you want remixed original mechanics. ;)

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-11-11 15:26:32 »
Aha! Good, sounds like things are under control.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-11-10 14:09:24 »
Will there still be a limit to the total number of rank ups you can get?
I'm already daydreaming of KO'ing those out of party to get more SP/EXP, and hunting for the most efficient encounters. All 255 stat party possible?? ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-11-02 15:02:55 »
For the date scene just fix it so everyone gets Barret- it'll save lots of space! :P

(edit: and I'm fine with there being a dialogue choice)

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-30 09:08:47 »
I'm wondering if Cait Sith's will be too strong, I guess we'll see. If he's regenerating 100+ hp per tick, he's going to be incredibly tough. Maybe I'm misunderstanding something or just overestimating.
If it is too powerful, capping his max hp could limit how much he can absorb in one attack, or giving him lower defences/ defence options could increase the damage he takes (high hp loss AND gain)!

I think putting the regen Innates on 'later' characters is a good way to work out the balance a bit to avoid them being too powerful when hp/mp values are so small in the very early game.

With Vincent, could you use his limit level to scale the regen? Might clash with your idea to use his limits to reduce their charge time, if that is /gets implemented, though. (could potentially be a cool trade off, though)

Cid is still tricky to 'spot', I think. It's hard to know if your string of good luck is the stats helping, or if you're actually lucky! With equipment bonuses on his weaps and stuff it will make Cid appear strong all round though, and without using the same abilities as others. I think it's a good way of getting offence /defence bonus with one stat. Not as obvious as some of the others, but a decent bonus.
I agree that not making it encourage low hp will be good for players that like to be at full power (max hp, max stats, rather than trade offs), but I enjoy the riskiness (especially because with luck bonus you can get the thrill of dodging attacks which should kill ya).

Tifa's is elegant, and it avoids making her even beefier in attacking. I think it'll be a few people's favourite.

The others all sound great, especially Barret - I love his tankiness /damage option! More toughness is welcome!

I'm still quite early in my 3.5 run, just got the buggy, I think. I'll install the hp patch and keep on with it now I've got some time to play!

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-15 16:48:37 »
How about another dialogue box with the save point pop ups to show how many points characters have? Would that be too much info to process? If not, you could easily see when characters are at the next upgrade without going in to see Mr Smile. Maybe coloured text to emphasise when someone has enough.
"Cloud     25/20"(yellow or whatever)
"Barret    10/30"
"Tifa        18/20"
Etc, down the side of the screen?
I'm assuming it could show the limit for the next bonus? I don't know whether you've got the same requirement for every level up, if the points get discarded when spent, or need to reach a higher level, or whatever. It might be the case of the player having to know they get a level up every twenty points or something, and keeping track themselves... But anyway, that's the idea.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-13 21:25:02 »
Kalm Vincent's appearance has great comedic timing, iirc. I like all of their placements - suits the characters.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-17 20:50:00 »
Just tried to run through... but "Time wasting action" was indeed, too successful- I ran out just as the driver went down! >.<

Let's have another go...

EDIT: Got it! Wait, you said "to catch up to the other train"...
D'oh!
Well, I can confirm that BOTH train lever-operating scenes work OK on the latest patch (including .exe patch) on my copy, downloaded 13th September.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-17 17:38:27 »
Sweet! I've kept saves so I can go back and fight her properly once it's changed.
I thought as much for the rain, but like I said - it looks cool! Atmospheric.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-16 22:47:14 »
Hey Chief, I've been continuing on with (the latest) .exe Arrange and I'm on my way to Corel from Costa Del Sol now.

JENOVA Vector was a lot of fun. I used Aeristh and Barret with Cloud for the fight. Barret building attack+ stacks with Cannon Ball in front row, and Cover, Aeristh alternating between Quake and heals, and Cloud on (Haste/Potion/Attack) support duty. Kept the damage flowing steady with about 400-700 damage per turn, depending on how much we needed recovery. Had a couple of KOs but nothing overwhelming- constant pressure.
Her spawning attack didn't seem to work though... she started the battle with some recovery attack, but no other enemies appeared. There was no sign of anything spawning for the rest of the battle, either, even though I wasn't very speedy. Was this changed from previous versions?

The other thing I just noticed was a battle near the Corel Reactor (2 Bloatfloats and Bagnadrana in the middle, back) seems to have the enemy rows backwards from the way they appear- the two Bloatfloats are (Back Row) even though they seem to be in front. I just wanted to mention now before I forget!

EDIT: I also really like the rain effect, but I've just noticed it carries over into the Rank Up screen with Mr Smile (at least on the Corel rollercoaster save point). Not the worst thing ever, but I don't reckon it would be too hard to change... would it? :S
I was wondering if you could make it rain in battles, too, or whether that was just in the flashback battle background (is it even raining then? Am I imagining? I don't know!) rather than an overlay.

EDIT 2: Barret and Yuffie is the perfect team for snatching baby chocobo treasure! There's absolutely zero remorse in this party! :L

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-13 16:21:07 »
Yeah, I enjoyed how some of the boss/ tough enemy morphs give you good equips, even if they WERE un-sense-able, because it's like a reward for mastering the battle. I managed to get it with some, but needed to pull out all the stops and just finish the battle with others.
I guess from a balance perspective though, it just means more powerful parties will get more power boosts to stay above average, while weaker ones miss out (and might need to grind to progress). I think that having good drops, steals, morphs, and field prizes gives plenty of opportunities for different players to get their power levels up to scratch, though.
Having stats and hp regulated by your story progress keeps you competitive anyway, I think. Most of the rewards will be bonuses in things you can build teams around, or just increasing options if you already have some powerful stuff. (rather than being more powerful on top) It's only late game where you may be ultimate weapon hunting where morphing becomes unavoidable, so maybe, as was suggested, having some/rare drops in addition to morphs could relieve some pressure on that front. :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-13 00:18:05 »
Worry...

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