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Messages - Robo Jesus

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-12 21:18:00 »
I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?
Are you using the main installer or the 7H version? What else can you tell us about your game?

Those details tell us what we need to tell you in order to fix things.

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-09 00:44:05 »
Hi there!  I just started playing NT and I'm at the Temple of the Ancients.  I have to say, I love this mod!  Super fun, lots of interesting choices and options for character development and equipment, and cool materia changes.  I like how the text was altered at various points (from what I remember) for clarity, such as in Rocket Town with Shera, the recap in Ghost Square, and others.  Great work!

All that being said, my characters seem a little OP.  At first I was challenged, but now they are clobbering enemies for 1000's of damage.  1 thing is the SP system.  I love how it works, but there are a couple comments and questions I have about it:

1.  I like to fiddle around with different materia builds and character groupings, as this is my first run with NT mod, but doing so over levels my characters and gains them a ton of SP.  I know I can choose NOT to spend the SP, but I have an impulse to do it anyway and now Cloud is rank 6 :(.  It makes it somewhat inconsequential what my builds are when most of my characters are super strong. 

2.  I have read a lot of comments that characters are super strong, but characters level quickly and overpower enemies starting in disc 1.  Again I am only on D1 so I don't know how it looks later.  Is there a way to throttle how quickly they rank up, such as putting a rank cap and/or level cap and/or AP cap on materia at certain plot points?  Like, Rank 2 and level 21 max until Junon, rank 3 max and level 31 max until Cosmo Canyon, etc.  I got Cid when Cloud was rank 5, and Cid is just too weak unless I power level him, but then that also levels Cloud...  Anyway, I realize I can impose these restrictions on myself, but the temptation for power is overwhelming (and Mr. Smile is is quite convincing).

3.  Is there a way to show the rank of each character when viewing the current SP values?  This would just be a convenient feature.  Or, if it could be visible on the menu screen next to the character level or something.

4.  What if only 1 SP so was necessary to rank up, but then all characters gained 1 SP at various plot points and not through random encounters and such?  Like, at Junon, each character will gain 1 SP to rank up to level 2.  At cosmo canyon, they get another SP to rank up 3.  The player can spend these at their leisure at Mr. Smile, and when we get characters later in the game, those new characters have a bank of SP already accumulated to rank up to where the other characters are instead of needing to farm them.  I think all the infrastructure you have already set up with the SP system would accommodate this nicely if you wanted to test it out. 

5.   Also, Battle square currently allows SP gain without gaining EXP.  Was this intentional?  1 successful run is netting me 30+ SP, so farming BP is gaining some characters a whole rank.

That's all I have for now.  I'm sorry if these comments and questions have already been suggested or answered (or if they are impossible or just plain bad ideas), but there were 200+ pages of thread to sift through.  I want to say again that I love this mod and thank you so much for all your work!  Thanks again!
The SP gauge was a combination of the 'dating pool' combined with another factor and applied to ALL the characters. You have a limit of 255 SP, so it's best to use it when you get it. That said, I too have noticed (and commented on previously) that SP is given out far too freely in the first disk.

As for the Battle Square giving out SP, it's likely due to the 'Boss' fights at the end of them, as most Bosses are now set up to give players SP for defeating those bosses and all that, and the 'triggers' for that are likely still in-play even after the boss has been defeated normally. :shrugs:

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-05 22:33:18 »
Jenova Synthesis is done; the AI rewrite went well and the only attacks dependent on the arms are now Absorb and Slap. Bizarro is the last big challenge as far as AI goes, as Safer is much more straightforward. I'm considering dropping the forced 3-party fight for normal mode and instead having a 1-2 party fight, with the 3 being used in Arrange. This is due to the potential length of the fight, logistics, etc.
Interesting. Thank you for that update. ;D


Anyways, new game, and found something I had to report. Was doing the Wall Market crossdressing bit. The two guys near the gym/junkshop are talking about Sector 7 having fallen and the junkpile having gotten bigger due to that, even though that hasn't actually happened yet.

54
I figured I should report that the download links for the required microsoft updates do not work anymore (those links are used on the blog as well). You may have to ultimately download those files and 'zip' them before putting said zip file on mediafire or whathaveyou.


Anyways, thank you for this program and the work you put into it.

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-05 03:03:05 »
It's the NPC that's close to the black-cloak merchant, the one wandering around doing squats (just outside the Highwind's chocobo pen).
Huh, I stand corrected.

And now my memory is playing tricks on me it seems. >_<


Out of curiousity Sega, you willing to give us a general update on things going on at the moment with the updates for the mod?


EDIT; Also, I started a new game and encountered a problem in the No. 5 Reactor area. The place where you plant the bomb? The Save Point allows you to turn battles off there, and if you turn battles off the game will crash once the forced battle starts. So you may need to tweak that save point due to that.

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-04 23:40:12 »
Hey Slothica

go to your airship and talk to 1 of the guys on the airship to get Omnislash
Yeah, the guy in the black cloak. He was partially put there to deal with problems like that, giving the player things if the game screwed up anywhere and didn't give them the rewards they were supposed to get.


Anyways, was looking through my materia when I noticed that the "Bahamut" materia is the only one where the "summon" description (Shout summon) is in lower case. All the other ones have "Summon" capitalized. Not a problem per-se, but figured I should point that out nonetheless. :P

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-03 18:54:53 »
Is there a recommended party or something? I've just gotten to Ft. Condor and still feel very weak. Also, where is your current sp shown?
If you 'activated' the 'weird save point' in the Junon Mythril Mines (which gives you access to the merchant who 'sells' Sources), then you can look at your SP scores for your party using damn near any other Save Point after that (you walk up to a save point, and it gives you various options depending on what button you push at that point). :|

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-02 20:20:00 »
Also Sega Chief I dunno if this was mentioned because the search bar working like it used to for me, but I remember fighting the Cactuar Materia Cave boss, and trying to use Coin Toss and it hit my party even if the enemy was selected. I don't remember much about it cause it was a while ago and my memory is horrible. I miiiight have been using Aerith so that might've messed with it? I dunno, I just remember it hitting my party instead of the Cactuar.
Ok, I just tested this on my own game, and I can verify that there is a problem with "Coin" here.

The first thing I tested was if it was a problem with Aerith (she's currently equipped with one of her healing weapons), and it will hit the party instead of the enemies (even though it points towards the enemies). After I changed out weapons on Aerith, tested that, and gave another character the Throw materia though, I can confirm that Coin is targeting the party in both contexts (so it's not an issue with using Aerith), even though it's pointing towards enemies. Also, you cannot select who to throw at either, it auto-selects all the enemies and then hits the players. So some flag is being screwy with the "Coin" command there.

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-02 04:18:46 »
Yeah I got past Abyss using the silence trick, after about fifteen or so more tries. And I already see what you're saying as far as other bosses go. The difficulty spike went from 10 to 10,000 in the blink of an eye.

Quite frankly, more than a few of them are next to impossible -- the materia cave monsters for instance. A few of the level 4 limit quest monsters are nightmarishly difficult as well. The only ones I've managed to do so far are Berret's, Aerith's, Vincent's & Rex XIII. I gave up on Cloud's after I exhausted every materia and equipment setup that I could think of. I'll try Yuffie's & Cid's next.

All the equipment that would help requires me to morph things that can kill me easily, like Iron Man, so that's a no go.

I'm thinking of just killing Sephiroth and calling it day, but in all likelihood I'll never make it past Bizzarro.
Amusingly enough I was able to quickly and easily beat one of the Materia Cave bosses (the Cactuar one) on my first try due to sheer dumb luck. If you want some quick notes the Materia cave bosses, here you go.

Spoiler: show
The Cactuar boss I accidentally beat was just by using battle items I had picked up previously while messing around. It was over hilariously quick due to that. The rest though? Yeah, some of them are utter nightmares. I honestly hate the Goldenberry (sp?) one near Wutai, and is very difficult to do normally. Not much I can say there on that. The Bomb King fight is just keeping his minions alive while laying the beatdown on him. Binah though is one where you kind of have to stock up on some of the new battle items in order to survive things. The one item that gives Peerless helps the most there I've found.

60
Hiya!

I have a question. I've been using your Alternate Fantasy mod and I'm very happy with it! The only thing is after beating the game once (with Beatrix of course lol) I decided to make Beatrix and Steiner much more different from each other. Specifically I gave Beatrix access to Quadraslash and took away Stock Break from her and made Shock and Climhazzard skills exclusive to her (I also gave her an "ultimate skill" that's locked behind getting the Excalibur II which I made her ultimate weapon to make up for the fact she doesn't get a Trance).

Now that I solidified Beatrix as a Holy Knight/ Paladin I decided to make Steiner the very opposite of that; a Dark Knight. I've changed a lot of his skills to reflect his new status as a dark knight (with a couple as homage to FFT) but was wondering if it were possible with Hades Workshop to create unique damage/effect formulas?

For example, I'd like to have Steiner required to sacrifice some of his hp with most of his skills, including the non-damaging ones. Is this possible to do?
I believe its possible given the other changes and mods that have been done using this program, but there is no readme's at the moment to explain things.

Like, I just started using this modding tool, and I'm trying to recreate the associated status effects for some magic spells using HadesWorkshop, but once you start looking through the "Effect" descriptions, it starts becoming confusing. Some of the effects state that they can bring with them status effects, but others do not. So "Fire" is a "Magical Attack", but if I want it to have the chance to inflict "Heat", do I need to change the "Magical Attack" to something else like "Bad Status" or "Enemy Attack" or "Apply Effect"? Or can I leave that as "Magical Attack" and just add the status and accuracy to it?

These things are not explained well there with that. :(

Still, given the other changes that have been done, I do believe that what you want to do is possible here with that.  :D


EDIT; Also, it seems that if you mod an iso without first opening up HadesWorkshop on the unmodded iso and letting it create its .hwf file, it prevents you from using HadesWorkshop on the modded iso afterwards. So for those using isos and emulators and wanting to use other mods while modding extra things on top of that, they need to use HadesWorkshop first and get that .hwf file created before anything else. An odd observation I had to point out.


Anyways, I'm enjoying this modding tool immensely, and am having fun messing around with things as I go. :D

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-01 20:36:40 »
Just started an account so I could lend some feedback. Also, I need help.

Firstly, let me just say that I've had a blast so far. The new dialogue has made me laugh on numerous occasions and the added difficulty has been great so far. The SP system is interesting, and the new bosses are fun.

Now that that's out of the way;

Bug: I think there's an issue in North Cave on disc three when the party splits into two groups -- particularly with Aerith. When I first got to that section, I sent everyone else in different directions, but I had Cloud, Aerith and Vincent (my main party) go left and then down. Now, I ended up leaving the cave and coming back because f*** that boss, and did the exact same route as before, only this time when it asked me who I wanted to add to the party, Aerith wasn't available. Not only that, but when I went left again and got to the second split, she wasn't standing there, and when the others went in the specified direction, the scene pretty much froze with Cloud, Yuffie and Vincent pretty much just standing there doing nothing. I had to reset and send both myself and Aerith down the right path in order to proceed.

Help:And this is where me needing help comes in. Honestly if I'd have known what boss was waiting for me down the right path, I might not have saved right before it, because it's impossible to backtrack from there. I can get past the initial wave of status effects from Abyss, but after a while it uses a move called Neurotxic Breath, which doesn't seem to do any damage or status effects, but seems to inflict "game over"  regardless. I've tried everything I can think of to get past it -- resist, shield, peerless, nothing seems to work.

Vincent and Aerith are my strongest magic users, but they still can't seem to do enough damage to kill it before it uses it. And Cloud's physical attacks are just laughably bad even when fully invested at this point, so there's just no point in physically attacking it. If there's a simple solution to beating this thing then I need it, because I'm stuck there until I can beat the boss.
You need to use something that inflicts "Silence" in order to make him 'unsilence' himself (and lose the buildup to that particular attack).

Amusingly enough "Bad Breath" works well there for that from what I've heard.

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-01 18:51:47 »
Hi Sega Chief! I just started playing NT tonight and am loving it. I'm only up to right before Air Buster, so maybe I just haven't had enough experience with the mod yet. Anyway, some comments:

- There's been some mentions of a "fast mode" and I would love that. The difficulty is sometimes manageable, but it gets tedious when it takes two entire rounds of physical attacks just to kill one enemy. Perhaps certain materia combinations will alleviate this later in the game, but I don't want to be shoehorned into HAVING to use slots on specific materia just to be viable. I guess to me a random encounter should probably be less than a minute and a boss battle more like 5-8, except for major ones. I hope I don't soound like I'm whining, though. :/

- I love a lot of the stuff I've seen. I hate that I spoiled myself on the rank up system and I can't wait to unlock it. We fought a Shinra chocobo and died laughing.

No other comments. This is great stuff! :)

You will have the option of turning Random Encounters on and off in most places later on (save for the World Map and a few areas). Just so you know. :shrugs:


Do you have any tips for any people new to the mod? I feel very underpowered.
One, stats and equipment actually have more impact and use here, even some of the starting equipment. So don't ignore things like "Iron Bangles" (it is one of the best defensive items for a good chunk of the early game).

Assuming you patched things right and you are using a more up-to-date version of the game that patched canon glitches and problems (if not, there are a few threads here on this forum that can show you how to fix the MDef problem and whatnot), focus attention on things like Iron Bangles and items like "Dirty bombs" early-game until you get the Morph and Steal materias.

Once you have Steal and Morph, make sure to save and experiment to see what enemies give you. With Steal, enemies have a Common, Uncommon, and Rare steal. So if you're not using the text documents showing what enemies give you, make sure to mess around a little bit with some of the harder critters and boss battles, as you can get some useful loot that way.

Another thing is status effects have much more impact and use here. So anytime you start encountering problem enemies, start throwing out status magic and items to see what works (some of the bosses and optional bosses you should also throw things like "Vaccines" and "Resist" spells on to prevent them from killing your party or you losing the fight or game).

Once you get to the Mythril Mines, you can access the merchant who will sell you "Sources" to improve your stats. So it might help to have a general idea what you want your characters to be doing there as you improve things (and yes, Luck actually matters here, especially on some of the characters like Yuffie and Cait Sith and Cid).

After that, just keep an eye on things, and be open to changing up characters and strategies based on what you're facing. ;D

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-29 22:05:53 »
Hello,

First, congratulations for your job. So cool to replay ff7 after all this years and discover a "new" game :)))

I have a question concern the dark cave. In your text file, you say that we have to talk to Dio in his museum and then go to the Sleeping Forest. I'm on CD3 and i don't see Dio. Maybe i've talk to him at the re-opening Gold Saucer (i don't remember), but when i go the the Sleeping Forest, there is nobody.
Did i miss the good moment to talk to him and "activate" the Dark Cave sidequest or it's normall and i have to wait ? What can I do to have acces to this sidequest ?

(sorry for my poor english).

First, The Dark Cave aspects only become 'open' once you've reached the bottom of the Northern Crater (the point where you can turn back, but any further down and its' the end boss battles). Enough people have asked that it probably does need better explained in the ReadMe's. :shrugs:




Anyways, regarding the discussion that was going on regarding Vincent, the more I think on Vincent and how to fix the problems there with that, the more I suspect that it might be best to mess with his inate at the moment.

Originally my line of thought went that if it took essentially twice as much damage to get a limit break, the main issues would be dealt with. Vincent still has easy access to his limit break even if it takes twice as much damage to reach it, you get a chance to be able to attack if you built Vincent that way, and things are fine.

Unfortunately that doesn't seem able to be something that can be done from what has been said.

The option to insert a new option in the Limit Break however brings with it the possibility of coding problems and game glitches, and I am wary of that as I know something will screw up somewhere. :sighs:

So, I'm thinking we should mess with the character inate. Currently Sega Chief switched Cait Sith's and Vincent's earlier inates, which means that Vincent randomly heals HP based on his MP at this point. That doesn't really fit the character though, and it does not help with the fact that Vincent's Limit Break will essentially fill if someone nearby sneezes, let alone attacks and damages him. So, why not tie the inate to the Limit Gauge? Like, if Vincent's Limit Gauge is full, then Vincent's defenses (magical and physical) will increase up to 50 points max over the next five rounds. I.E. it doesn't 'have' to be exactly that, but something along those lines.

It would benefit both physical and magical builds by turning his limit break from a potential liability into a potential benefit. Especially since it seems we can't just mess with a few variables so that Vincent's Limit Gauge fills slower.

However, I see issues with this suggestion. Vincent's transformations have to be tested to ensure no coding problems with the inate, it might be problematic to code, and it probably would require fixing the 'Vincent Mug' issue along with that as well.

Even then, it really isn't 'what' I want, but it should address most of the problems with a physical build for Vincent. What I would like to do is code different variations of that sort of 'inate' depending on the Limit Vincent is using, but I already know that's likely asking too much there. :shrugs:

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-26 17:23:32 »
I think the problem with that is that the Attack command would still get replaced with Limit, since the non-[No Limit] option is still available. And if [No Limit] was basically just an attack command that reset your Limit gauge, it's conceivable that setting Vincent to Limit Tier 1, using him as normal until the Limit gauge fills, then using that faster-than-Hasted ATB fill after a character reaches their Limit to get an extra turn in, and then resetting his gauge and going as normal until it fills again, getting the fast one-two Vincent turn, then resetting... Especially if the reason to give Vincent a [No Limit] is to allow building him for his attacks, so Vincent repeatedly gets 'free' ATB fills and attacks anyway with them...

Setting [No Limit] as a seperate tier would potentially allow for Vincent's gauge to never fill, and if it doesn't, setting it as Tier 3 would allow for the most time between the free ATB fills without locking it behind a Tier 4 item.

Just a thought, it's after 3am local, so I might not be thinking as clearly as I think I am, so it may make no sense.
Interesting, and I'm glad you pointed that out.

I was thinking of the [No Limit] option doing something 'normal' like a regular attack or defense option for that turn, so the implications for how to abuse it like that had slipped me by. In those contexts, having it just normally "Attack" would have to be nixed. Out of curiousity, what do you think about having it 'defend' and automatically making him 'Sad'? Would that be abusable in your opinion?

65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-26 13:53:18 »
The game has no kill check for Limit Level 4, but if I went this route I'd be putting Chaos onto the lower Limit levels where it could be learned just like any other limit and remove the Chaos item. It'd likely look like this:

Limit Level 1: Galian Beast & Gigas
Limit Level 2: Hellmasker & Chaos
Limit Level 3: Dummy Command (with name '[No Limit]'; if filled by an effect like Fury Brand and used, the gauge depletes and no action is taken)
Ahh, I see now. Hmm. A bit different than what I was initially thinking. Still, that does clear up some confusion. I wonder, could you tie the '[No Limit]' to each limit instead? Like this maybe?

Limit Level 1: Galian Beast
-Limit Level 1a: [No Limit]
Limit Level 2: Gigas
-Limit Level 2a: [No Limit]
Limit Level 3: Hellmasker
-Limit Level 3a: [No Limit]
Limit Level 4: Chaos

Would that sort of setup be feasible?

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-26 12:40:22 »
Sorry I've not been as responsive the last few days.

About Vincent's attacks, they do get locked down when his Limit gauge fills and Deathblow is a bit haphazard as a replacement. Added Cut was swapped with DB for the new build but this still requires that an initial command be used to get a physical attack out of him.

I could revisit a plan I had in an older build to set different rates at which the Limit gauge would build for Vincent but this involves working around a limitation in how many Limits can be learned by any one character. The idea would be to have a Limit level that 'never charges', leaving his attack command free for use. This means shuffling around Limits though and would likely mean having Chaos be learned naturally rather than through an item.

The Vincent Mug glitch only occurs with a specific weapon-type equipped. There's actually several separate models for Barret and Vincent in the game files to handle the different weapon types, and the one Vincent uses for certain rifles doesn't end correctly when reading the Mug animation, causing the next animation to 'skip'. It can be fixed, so I might look into that although it can be handy for skipping a certain Summon animation :3

There's also an enemy attack that does this skip, which I think is used by Screamers on Mt. Nibel (their war-cry attack).
Interesting, and informative!

The "Set #2" Rank up for Vincent highly benefits physical damage builds, but hmm. I guess I have two questions then, both tied into eachother.

If you were to mess with the the level gauge like that (and in doing so make the 4th limit break a naturally learnable one), would the "Chaos" item that gives the limit break still work? And if so, the second question is can you alter the number of enemies needed for learning the fourth limit? Because it seems that if both of the answers to these questions are 'yes', you could set up "Chaos" to be learnt either after having Vincent kill the max number of creatures the kill count goes to, or just using the item like 'normal'.

That in turn would mean that even though it becomes 'technically feasible' for a player to 'naturally learn' Chaos, in reality the kill count needed being so extremely high makes it all but impossible. :shrugs:

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-23 23:07:30 »
Yeah, would have to bank on Mug + Added Cut to work properly so you'd get two attacks out of it. I mean, deathblow is kind of useless in general unless you have a super high percentage hit rate weapon, but the extra added cut makes it a little less useless. Though, it's definitely kind of pointless to put on Vincent. Well, sometimes you have to sacrifice stuff to make a character work the way you want. I personally would work toward a magic based Vincent though. Magic Counter would definitely get some work done. Or just make him a full cover counter tank, and have him forever defending. Put some defensive and healing spells on him (or just Enemy Skill) for emergencies and he'd be set.
Indeed, but like I said, as a caster there are usually better options available due to those character's innates or equipment, and as a physical fighter Vincent is all but worthless at the moment due to how insanely quickly his Limit Breaks fill. In addition to that, most of Vincent's weapons are also specced towards towards their use in physical attacks. Hence why I had to speak up.

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-23 22:41:12 »
Ah I completely forgot about that. Well, could do Deathblow + Added Cut instead.
Deathblow is mostly worthless on Vincent due to his low luck and weapon percentages. Canon had two weapons with a 255% hit rate for Vincent, but this mod only has one such weapon for Vincent with that hit rate (not counting the Masamune), and even then it's an end-game weapon, which again, majorly messes with Vincent's usability outside of one type of setup with things as they are. :shrugs:

And a person should not have to waste two materia slots in order to be able to physically hit generic enemies when they chose to use attacks.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-23 21:37:02 »
You could easily remedy that by having Mug + Added Cut, or just mug really. Once I got 3 mugs I went through the rest of the game with each character having Mug to save my limits for important things.(Also Mug + Added Cut is super good for Healing Staff Aerith)
Vincent Mug Glitch (which I brought up earlier for why I normally do not use "Mug" with Vincent).

That said, I have not messed around with Added Cut to see if that would get around that particular canon glitch.

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-23 21:03:43 »
I've never tried physical-damage Vincent, but he's pretty darn good as a pure support tank where his limits don't matter too much. With his default "build" (MAG/VIT + STR), you've got a Barret level tank that gets his damage from counters, and spends his actual turns healing non-trivial amounts, or flinging a fireball here and there. Against bosses with high damage output, it's not a bad choice. Of the main potential tanks (Barret, Cait Sith, Cid??) he's one of two with a long range weapon. Plus, while Barret is constantly choosing between tanking and attacking (Atk or Def stacks? Short or long range weapons? Sadness or Fury? +Vit weapons or high Atk ones?) Vincent tanks, supports, and always uses a gun to counter anyway... and fittingly, doesn't care about staying Sad forever.

Without completely reworking Vincent's limits, I just don't think there's much to make them worth using. The way I see it, it's his main character flaw that needs to be worked around by the player to use him. There's just too little reason to waste time putting him in the front row to launch random attacks (that may end up being magical anyways) when he could stay in the back taking pot-shots at the enemy.
Ok, I laughed at the "and fittingly, doesn't care about staying Sad forever" line. Thank you for that.

Still, I've found that Vincent is hitting his limit after two, maybe even three hits if the enemy is weak enough, even with Sad (Mideel, Ancient Forest, and the Northern Crater being the areas I'm focused on atm). That in turn makes his usability in a physical-damage based role pretty much entirely unworkable. And that makes it utterly useless to use any of his rank up options that don't support a setup like you suggested.

That is not a good thing with things left as-is. And it won't take much to 'fix' that either. Just slowing down how quickly his limit breaks fill fixes that issue with using Vincent in a physical-damage based role.

That's why I had to speak up and say something.

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-22 03:48:03 »
I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.
...did you actually read what you quoted? I already covered that. In case those numbers slipped you by though, I'll repeat myself.

Every "Base" Rank Up gives five sources for each stat. That's thirty total. The reason it's mentionable is all the characters get twenty-five additional sources on top of the base thirty (fifty-five total), but that option with Red is giving sixty sources total.

I'm halfway tempted to start up a new game and play for an hour or two in order to rank up to see if Cloud's similiar option is giving the same results.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-21 15:05:59 »
I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.
No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-21 05:41:08 »
Ok, I can't get the Zeigfried encounter to work right. Every time he shows up, the game crashes after the battle end. It doesn't matter which forest I fight him in either, it's the same thing every time. It's proving so damned problematic I have decided to just turn the random ninja encounter off entirely using the Black Chocobo program. I know it's glitching as it tries to load the 'next area' after that encounter, but nothing I have done has prevented it from crashing, and the Zeigfried encounter shows up too often in certain areas. :(

EDIT; Also, the first time I encountered him in the Junon Forest, he killed himself with Odin before the game then glitched. Every battle elsewhere in the world ran the same 'battle script', but Zeigfried never had enough Mana to summon Odin, resulting in lots of ": (" messages, followed by me killing him and the game then crashing. So yeah, something funny and in need of tweaking is going on there with that.

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-19 19:20:52 »
I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.
It just clicked there. Someone reported this before but I had no idea what it was. When you're a Frog, I think you can still cast the spell Frog to change yourself back...but Pearl replaced this spell and that's why it's still usable. Must be an index thing.

I dunno if Dummy is functional or not. I'll be focusing on just getting the framework of the mod together, so probably no new enemies for the alpha build. There's no model editor (that I know of) and the enemies use textures which makes things awkward. I can't just bolt and shape parts together like I do in FF7 with Kimera.
...have you thought about having some fun with that? Like a "Princely Frog" type enemy showing up at some point and throwing around "Pearls" at the party while asking for a 'kiss'?  :P

...oh dear, now I can't help but imagine this hypothetical enemy as Corneo reincarnated while it 'hits' on everyone there. :-D :P

...oh gods, Don Corneo died in Wutai. "Fused" 'reincarnation' is also a 'thing' in-setting. The Materia Cave in Wutai? It has a "Royal Presence" once you grab the Materia there. The joke almost writes itself. :-D :P



EDIT; Anyways, I've spent the past few hours messing around with Vincent, and spent some time thinking about what I've observed for my own plays with him here. First, the fact that his limits take so little to 'hit' a full limit gauge, combined with the reduction in weapons with 255% hit rate (and the one standard weapon with that being so 'late-game'), means I dislike using Vincent here in comparison to the other characters I have on-hand.

His limit breaks are situational, generally best served for helping get rid of random battle mooks, but the lack of control, combined with how easy his limits fill, combined with how unworkable "Deathblow" is, combined with the "Vincent Mug Glitch", well, all of that makes me pull out and use any other character available.

The only saving grace is his high magic stat, but Aeris and Cait Sith make much better casters here due to the equipment and innate's they have to use, and the random HP heals Vincent gets do not help with that. Vincent's magic is very strong, but I tend to only pull out magic with bosses and problem mooks, as I usually have neither the Gil or items to justify mass-spell usage for most random battles (though anywhere it speeds things up or helps me deal with problem enemies? Oh yes do I use magic en mass in those contexts). The other FF7 games where Vincent appears in them are not very useful for determining what I could suggest his "Innate" could be changed to due to the game-engine and equipment setup making the things that appeared in the other games unworkable ('controllable transformations' and 'high accuracy' for those wondering, which is not really feasible here).

That presents problems with using Vincent. I can't rely on him as a standard long-range 'fighter' due to his limit gauge filling so fast. He has some use as a Caster, but the other characters available are usually better due to equipment or innates, and Vincent's Limit Breaks are situational.

I'm finding it frustrating to find a setup that works well here with Vincent.

Above all, I think 'slowing down' how fast his limit break fills would alleviate most of his problems here. That said, there is a small thought running in the back of my head, wondering how Vincent's playability would change if we were to use his limit break as part of his innate. Like, perhaps by having Vincent's Limit increase his defensive stats, as one example. Make his limit break the hardest to fill, and make him harder to kill (more defenses) the more it fills up (thematically tying the nature of the creatures bound to him with the power it gives him the closer he is to 'unleashing' them). It would turn the weaknesses of his limit breaks into something of a double-edged sword there, and allow him usefulness in either a strength based or magical role setup without his "Limits" hindering things as much as they are doing as they currently are.


SECOND EDIT; Ok, I'm at Rocket Town, right before the launch. My party consists of Cloud, Aerith, and Cid. The Punmaster is doing his routine, but Aerith's field model is not showing up. I doublechecked all the other characters, and their field models appear in the room when the punishment begins, but not Aerith's.

So had to say something incase no one had said anything about that before.

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-19 09:06:39 »
Thank you for answering!


By the way SegaChief , I just reached gongaga and have my first complaint.>

i do not like the boxers with their chain bomb attacks... morphing them seems impossible.

got any tips? :P
Start with "Sleep" + "Slow" (and/or + "Stop"). Either items or magic that have those effects work best against them from what I've found. Then use magic and items to take down its HP to around the point where you can safely Morph it and it won't have enough time to knock away the entire party.


Anyways, odd details time. I'm on disk two, just got the Highwind, Tifa is party leader. Went into the Junon Mines just because. Anyways, when I got to the 'unique' save point there, I clicked on it, and Cloud's name and "What is this anyways?" line showed up.

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