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Messages - Auraplatonic

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26
Releases / gjoerulv's "Hardcore" mod
« on: 2010-03-29 03:50:28 »
I would love to see just an update with bugs fixes and such.  The mod you have right now is really challenging and fun to play, so just tweaking it a bit at time passes would be awesome.

At the same time I am intrigued at what you may be coming up with in the more complicated patch.  :)

27
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-23 13:37:44 »


Also, my reasons as to why it would be bad for one party member to be stronger than everyone else apply even more for the start of the game. If Cloud were, say, five levels higher than Barret and Tifa, they'd feel really useless when they joined the party. One of the interesting things about the start of the game is that the way you fight your battles really changes depending on how many people are in your party. If Cloud were much stronger, adding Barret to the party wouldn't make much of a difference to how you fight. Furthermore, since the enemies would be targeting Barret, Tifa and Aeris as much as Cloud, then either they'd be dying all the time or Cloud would barely get touched because, as I said, enemy attacks would have a much bigger effect on the weaker party members than on Cloud.

My main goal is make it difficult and interesting.  I don't want there to be any extremes as far too easy or too hard.  In my experience so far it hasn't been too bad with having them start at 1.  I am not really focused on the "realism" of Clouds level based on his experience because in my opinion he should start at level 1 from an rpg perspective.  You are starting the game, you haven't fought with him yet.  He should be at the lowest level with no experience, imo.

I do understand that it may seem daunting that Cid for example would start at level 1.  I guess my thinking there was that it was just an interesting twist to explore.  I have balanced out that aspect with Red by making him really important to the first battle you fight with him, even at a low level.  As the mod develops this may change but its just something that in everyone's testing we will have to see.


Another part of the game I did not like was the imbalance of stats.  Cloud is overpowered throughout the game especially in the beginning(Yea i know the Jevova and all that) and I never liked how the other characters could not compare damage wise.  To combat this I basically evened out everyone's stats on 6 distinct curves but they differ based on what the characters strong stats would be.  The thing with the original game is that there is a sort of distinction in stats but noone really stands out except for Cloud because he is better than everyone else.  I know his situation but that isn't much balance imo.

28
This looks pretty sweet :)  Can't wait for the PC compatibility.

29
Troubleshooting / Re: Random question about enemy attacks
« on: 2010-03-22 15:58:45 »
hey people back from college anyway i was reading this can someone give me a link or website hosting wall market id really like to use it hehe :)


http://forums.qhimm.com/index.php?action=search

30
Troubleshooting / Re: Random question about enemy attacks
« on: 2010-03-22 06:02:41 »
Its in Dark Nation's AI to cast that spell.  So basically you would have to use PrC or use hex editing :(

31
Troubleshooting / Re: Random question about enemy attacks
« on: 2010-03-22 03:43:14 »
You could do a few things...in the example of Dark Nation casting Barrier you could change that spell to haste in PrC.  You could also edit a monsters AI script to cast a Haste spell that you create for it.  As far as I know you can't actually give a monster a default haste or barrier, but instead just raise their speed or defense to have the same effect...just use Hojo for that.   Hope that helps :)

32
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-22 02:57:19 »
OK, so I have done pretty much all I want to do with the game up to leaving Midgar.  Here is the best testing version:

http://www.mediafire.com/?hkmy2z4levz

The only thing I really need to add are the shop edits but that would require patching FF7.exe.  That isn't a problem except I am trying to figure out which would be the best version to use as a baseline to patch.  I am thinking just a clean 1.02 FF7.exe but that might make it more trouble than its worth if people have to repatch and all that.  Any thoughts?

33
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-22 02:32:41 »

34
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-14 16:45:19 »
Alright so I finally have midgar balanced pretty much the way I want it.  Barring a quick retest I will upload a more updated version and start to work on the rest.  Also a couple more boss videos to come as well.  Stay tuned!

35
This isn't much of a big issue or anything but...
How hard would it be to implement a custom installation?
I Mean for me personally, i didn't really want everything
from this installer, just a few choice mods.

If you wanted to do that it may be more beneficial to you to just download those mods individually.  It would take much less time as well :)


http://forums.qhimm.com/index.php?topic=8909.0

36
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-08 02:30:05 »
Thanks for the feedback :) I ran into the same problem you did with the guard hounds, but I think I will keep it for now.  You can get antidote drops from the guard hounds.  As far as for guard scorpion he is beatable without any grinding at least for me in multiple tests.  Part of another of the goals I have with this mod is to minimize the amount of grinding you have to do.  Although in the case in the reactor fighting a few battles to get some potions may be a good idea.  Also conserving your magic will be good idea as well.    

I guess all in all my perspective of the bosses is different because I already know what the strategies are.  What I will do is upload some vids of me fighting bosses to give everyone some perspective on what to expect.


EDIT: I uploaded a video of the guard scorpion for anyone who is interested, its in OP.  Airbuster to come! :)

37
Not to sound like a downer, but do you really even need the synthesizer?   I mean unless you want those midi quality files on your pc...I don't think you can make them sound much better.

38
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-07 21:44:06 »
You have to take clean kernel.bin, kernel2.bin, and scene.bin files(from your FF7 install disk if you don't have them anymore on your computer) and copy them to the default destination folder(C:\mod), or one of your choice.  It updates those files.  I can't give away copies of the actual bin files, because that would be illegal. 

39
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-07 14:36:47 »
Question: Why everyone, EXCEPT Yuffie?....


Well basically for 2 reasons.  For one, the level modifier for Yuffie in Wall Market is 0.5 which I think means to put her at the average party level.  Since this modifier is unique to her and you get her at different circumstances than the other characters I don't know if it will have adverse effects on the game if I change it.  Secondly I plan on making the actual Yuffie fight difficult and giving her some more starting materia.  I guess a decent reward would be for her to start at a better level.


I have a plan as far as materia is concerned for the mod.  This will take full effect is titeguy3 is able to help us edit shop prices :)  Ideally you will be able to get one of any materia that are in shops(besides the ones you find) as part of someones initial equipment.  At first this may seem to be unbalanced but I plan on substantially increasing materia prices.  I feel like the original game made you rely too much on materia, mainly by letting you get multiple copies at low prices.  This puts physical attacks really at a disadvantage, and makes them mostly pointless until endgame.  You will still be able to get multiple copies but at much higher prices.  This will also force you into more strategic situations especially in the beginning where you don't have alot of materia.


EDIT:  I forgot to also mention that limit breaks charge up alot slower, this is a good balance because this way they don't come around so often that you can abuse them.  In my experience testing they come around when you actually need them and are a help.

40
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-07 06:38:43 »
Testing beta released!  All the info is in OP.  Thanks again in advance if any of you happen to test :)

41
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-06 14:09:31 »
Honestly at this point I am just trying to get a working version version that people can test, for all I know it could suck :P  It takes me some time because I test the parts myself as well.  Basically I am aiming to be mostly finished with up to midgar by tonight.  I can't work on it right this second because this is the weekend that I have my kids. 

42
FF7 Tools / [v0.2b] White Choco Shop Editor by titeguy3
« on: 2010-03-06 04:50:27 »
Very nice!  This came out just at the right time...I was just thinking how important the shop data is to my mod and now I have a way to edit it! :)

43
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-06 04:39:54 »
I had your mod in mind when I was making this as well :D

44
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-05 03:53:59 »
Well, I have all the way till Aps finished, so the mini-release will be soon, just thought I would let you all know :D  Also thanks to those who said they would give it a shot.

45
Releases / [FF7PC-98] Shalua Rui: A rebalance (0.3)
« on: 2010-03-04 00:20:16 »
Version 0.3 has been released!! :-D

http://www.mediafire.com/?ebd7y3qccu7ra07

Videos
---------


Aps battle: http://youtu.be/UzP75GfNsGk

----------------------------------------------------------------------------------------------------


Its taken sometime to prep and time to write a batch installer(my first foray into trying to program anything, nothing too fancy but I am learning :P) but I am happy to say that the project is alive and gathering steam.  I have pasted an abridged readme to give a good idea of what the project will bring.  The actual readme goes into more detail about specific spells and such, I just don't want to clog up the forum with it.  If anyone has any specific item questions just let me know.

INSTALLATION
-------------
If you are coming here after the installer has finished, skip this part :-)

TO INSTALL: The installer backs up the files you will be patching(flevel.lgp, kernel.bin, kernel2.bin, scene.bin, and ff7.exe)  for you but it would not hurt to do so yourself.  Move the entire Shalua Rui folder AS IS(Don't extract the files inside the folder, just move the folder) into your Final Fantasy VII folder.  The installer assumes your directory is C:\Program Files\Square Soft, Inc\Final Fantasy VII.  If that isn't yours for some reason let me know I will offer some secondary instructions if needed. Otherwise go inside the Shalua Rui folder and then into the flevel folder and double click install.bat.  The installer does most of the work, you will just have to press a key after each file is patched, and click to confirm the patching of kernel.bin, kernel2.bin, scene.bin, and ff7.exe.  I highly recommend patching all 5 files as it will mess up the balance big time if you don't.

INTRODUCTION
-------------
Shalua Rui is my attempt to reblance Final Fantasy 7.  I am sticking with PC for now, with the possibility of PSX support in the future.  I am more concerned with finishing the project at this point.  This readme will go through the version history and explain the major changes in the modification.  If you are really itching to find all the changes you should thouroughly explore the files, I have listed most things I can remember here.

VERSION HISTORY:
----------------------------------
v0.1 and 0.2 were my original changes but they got severly revamped into the current state.

v0.3: Up to the Mythril Mine 98% to my liking and playable.  Many changes that are outlined in this readme.  Additional changes past the readme will be individually listed in future version history. 

v0.4 Preview: I will probably be increasing enemy damage in the beginning for the next release as I had increased armor defense and forgot to compensate.  Nothing too major though.

Tifa's limit breaks will be tweaked more, probably a reduction in power.

I plan to have up to Rocket Town completed.

KNOWN BUGS
------------------------------------------
-There could be some weird text gaps in some items and item descriptions.  This is just something I think Wall Market does sometimes when compiling the kernel. I fix them as I see them so just let me know if you encounter this and I will fix it.

-Even though I have set charaters empty materia slots to have no materia, there is a weird purple placement materia that stays even in slots that are not available on equipment.  Its a little annoying, just discard or sell them for now. I can't get rid of this but I will try to find a way.

-The steal and drop tables have acted weird since I have changed them.  There is a possiblity you may get a weird drop or steal that is just a placement item with no use.  I have edited these chances out for the most part but just let me know if you encounter it so i can fix it.

GENERAL CHANGES
---------------
I can best break this down by file.

Kernel and kernel2.bin:
--------------------------------------------------------------------------------------------
ALOT.  I have changed probably 99% of the equipment in game.  The goal is to make physical attacks more viable early in the game and to make every item somewhat useful in a certain scenario.  I have made all weapons have a certain purpose, an example being everyone has a "mage" weapon, a "defender" weapon, and a "warrior" weapon.  There are many variations of course but this is a generalization. 
 
I have made a couple brand new armor and everyone besides Aeris has their own special armor they can equip, as well as their own accessory.  Not really an OP thing, just makes them all unique and useful in certain situations.

The significant accessory change other than that is that Ribbon no longer prevents status ailments.  This will provide for more significant planning with added effect combos and other accessories, maybe even certain party combos.  There may be times when you have to deal with certain status effects.

Materia changes:
------------------
Most materia growth is increased, some for right now really hard to master.  I have removed master materia as I see them as OP, in their place in game I have place the W item, summon, and magic materia.  In those materia's place in game I have made 3 new materia: strength, vitality, and spirit plus.  I have also added status effects to most summons, in and out of battle, and altered a few specific materia.

-There are brand new items.

-Hyper and tranquilizer are pretty rare items as I find that Fury and Sadness are pretty OP ways of dealing with enemies.  There will be certain situations where they will be very helpful and this is when you should use them.

I have also created throwing items to benefit from the Throw materia. My hope is to make it more viable but I will decide based on my tests.

Character changes
-----------------
-Cloud starts at level one and everyone else starts at average party level except for Yuffie who seems to be on her own little curve.
-Stats are lined up a little better, balancing everyone out
-EXP curve tweaked to match the exp gains I was looking for.  This is open to more tweaking as the game unfolds
-Limit breaks don't come as often and are more than a bonus when them come as opposed to something you depend on coming frequently.

Except for Vincent, Tifa and Barret everyone starts with some type of materia.  You will be able to come across 1 of each materia without having to buy them.  You won't be able to afford it anyway.

scene.bin
----------------------------------------------------------------------------------------------
-I have changed all enemies in one fashion or the other.  This is just not simply doubling all enemy stats as it requires a bit more balancing than that.  Status ailments are present in attacks of a lot of enemies, some enemies have really high magic or physical defense, certain weaknesses, etc.  Sense materia is somewhat useful but eventually its not really going to help as it won't work on much.  Until you get it, you only have so many options anyway so it shouldn't be too hard to figure things out.  I hope to make you think at least a little bit.

-EXP is drasically decreased especially in the very beginning.  This isn't a LLG or anything it is just that it fits the level curve.  You should be around 10 when you leave Midgar and leveling picks up a bit after that.  -I left gold just about the same, maybe a little less.  I originally had it pretty low as well but then I don't want you to have to grind a lot so there will be some points when fighting a bit for gold won't be a bad idea, but nothing drastic.
-AP has increased a bit but not so much that it outweighs the increase in AP needed.

I have also changed encounters, some bosses may have an extra enemy or two and some encounters have been changed so that you are able to fight some enemies easier.  I like the mix so far.

flevel.lgp and ff7.exe
---------------------------------------------------------------------------------------------

My favorite edits personally...there are no new item locations, just what you get has been changed in a lot of places.  I like the change as it is refreshing to not know what may be in that chest, or what materia you will get. I have also fixed a couple little things, one being that the soldiers that you get Potions from in the very beginning actually drop them individually, you can't get both from one of them(A weird bug I thought)

I have edited shops and limit breaks a decent amount.  Limits are tweaked to make them a little less powerful, but useful in certain situations.  Shops are a big change, you can find many new items in shops.  They are placed there because you will probably find use for them, and should buy a couple.  Also if you see some new status ailment curing item, its probably a good idea to buy a couple.


Overall this is harder than the original but not hardcore.  However some battles will be pretty tough.  I am trying to make something that requires you to really think about your planning, not just OP materia combinations= You win.

CREDITS:
-----------------
I just want to say I could not have done this without the members of Qhimm.com who have created the programs for me to modify the various files:

For modding:
Squall78 for Loveless text editor
NFITC1 for Proud Clod and Wall Market; scene and kernel.bin editors
Bosola for LIBRE limit break editor
titeguy3 for White Choco shop editor
myst6re for Makou Reactor field editor

For my own testing:
Aali for his graphics driver
sithlord48 for Black Chocobo save editor

For installation
Aali for lgp/unlgp

46
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-02 06:26:09 »
KERNEL.BIN attacks trump the attacks in the scenes. If you try to get an enemy to perform an attack with an index less than 256 then it will look at the attacks stored in the KERNEL.BIN for data and ignore the data in the scene.

Ah, I see :)


I think I figured it out, its just a matter of finding a correct animation?  Basically I changed the attack index back to its original value, and I edited the animation ID.  The only problem is I have no idea what ID would be for Ifrit.

47
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-02 02:58:42 »
Hmmm...so I got that part to work :)  However now I am encountering another problem.  Before I changed the attack to the correct ID, Hell House used Hellfire but it was just the animation of spider silk.  When I changed it to the correct ID, it keeps saying he is out of MP even though I verified that I gave him more than enough MP to use it.  Any thoughts?


EDIT:  so even by reducing the cost of the spell to 0 it still says he is out of MP.  I don't know if it has to do with coding or what but the only difference is from it working and not is when I changed the attack ID.

48
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-03-01 03:26:00 »
I have something else that came up...basically I am trying to get Hell House to summon Ifrit.  I have everything in place except the actual attack animation and the reason is because whenever I try to change the attack ID to that of Hellfire it says it saves the change, but when I close Proud Clod the changes are discarded.  I'm not editing the string, just the attack ID box right beside the edit AI button.

Thanks for any help in advance :)

49
Releases / gjoerulv's "Hardcore" mod
« on: 2010-03-01 02:48:40 »
hi.

i am having alot of fun with this mod. it keeps me on my toes. i am at shinra tower right now, and something is kinda pissing me off.
the 3 soldiers (extra boss fight in de midgar model room) are extremely strong, and i beat them just barely. this was exciting and fun.
but after that the balance for the bosses are just plain stupid.

first the bio boss in the experiment room is weak. i beat it with tifa alone. (the rest of my party was dead, no phoenix downs etc)
then the enemies are retardedly difficult and there is no place i can restore my dead party members. using a tent somehow does not restore life to dead party members what the hell.
okay so everyone gets brought back to life, in the series of events that follow, lucky me.
so i fight the robot in the elevator. pretty easy. too easy for the mod i think.
then i fight rufus with cloud. i cast bio on his dog and then attack him one time. then they both start attacking and i need to keep curing to keep myself alive just barely.
the dog casts barrier barrier mbarrier mbarrier in that order. so i think let me attack once during that time. but noooo the sh*tty dog skips the last mbarrier, and attacks instead. i died.

guess what my complaint is? no way to level up and no way to win. wth



Just to give you some perspective, the first is the easiest of your encounters with the soldier trio :D   

I can say that this mod is frustrating at times being as I have beaten it, however it is hardcore and quite fun overall.  I enjoy the difficulty.

50
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2010-02-27 01:08:27 »
One question...I was trying to edit the enemy AI of Guard Scorpion to change to so he would not say "Attack while its tail is up!".  I was having a problem with the program accepting the change, basically I can enter in new text but the text clears out when I try to confirm that change or leave the box.  Any suggestions?


EDIT: in  reading these past few posts I have realized they are probably talking about the same problem, so I will wait patiently for a fix :D

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