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Messages - Doll

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Not interested.  This mod is a pile of shit and I'm done with it.

it's one of the greatest jrpg mods ever made. sorry about your experience with elevator security.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-18 00:22:34 »

Was the game updated during that time? There was some trouble with the setting that I had to resolve in an earlier patch.


Negative. I believe I did have that issue crop up at some point in Midgar after or when I updated to the current version, but I've been on that version since then without changing anything. Possibly happened again cause this is all on the same save? Not sure. Also, when I realized this had happened in Corel prison and switched modes, I was given conflicting "Hard Mode On/Off" messages between the fake-battle that triggers the switch and the field message after it ends.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-17 18:40:31 »
Had hard mode turn off at some point between entering gold saucer and getting dropped into corel prison. Not sure if this is a known issue. Like I said before, not gaining gil on normal mode is actually a super useful way to identify if it's on or not right now.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-15 03:38:33 »
yeah I normally value being able to 'plan' and not rely on dodging, it's just all the extra turns that seem to tip things in favor of dex with the current amount of source points you get from upgrades being what they are. Even with Barret, who is mainly who I was thinking about making a tanky tanky since a lot of things point you in that direction, doesn't seem like it would outweigh all those extra opportunities to do damage/heal/use grenade on self... I imagine animation bottlenecks would make the dex less attractive on active time mode, though. Might still make him a cover/counterattack bot. It does feel like his destiny.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-14 21:47:37 »
the no gil on hard mode is useful as an indicator as to whether or not hard mode is actually on, at least!!

Just got to costa del sol, lot of fun so far. Looking at the balancing readme, if I'm reading things correctly, it feels hard to justify certain 'builds' if you want to play optimally or w/e. 50 points of vit/spr being equivalent to a respective 10% damage feels pretty underwhelming when dex does so many things (including evasion, so it kind of fills vit's role as well by increasing your ability to survive physical attacks) in addition to 50 points being equivalent to a haste buff. Maybe there's a lot of secret math going on and I'll regret this when late game enemies are pummeling me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« on: 2020-08-10 02:52:19 »
Sorry for the simple and stupid question, but i dont seem to find a way to delete the IRO from 7th heaven to update it to 2.0.10. In the mod catalog i dont see a "delete iro" option or something. Do i have to uninstall the mod first?

In the my mods tab where all the stuff you have installed is, highlight new threat and then hit the trash can icon over on the right. then mosey over to browse catalog, find new threat there, and download/install it again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-07 07:45:45 »
really liking this release. All the new stuff on the B route is great so far. I also feel like the hard mode feels kind of weird. probably good to restrict people from buying 900000 high potions or whatever, just feels weird. wonder how hard it's going to make stealing in the future. the replacement for airbuster felt really good though.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-21 15:56:41 »
Oh I see. Looks like I was late to the party. thanks for the prompt response. :V

I think Guard Scorpion should stay there. In every new town, he should be hiding somewhere. Zack is replaced with guard scorpion. Guard scorpion date at gold saucer. Guard scorpion is superimposed over meteor in all fmvs..hoo boy

I never realized how ridiculous some of the windows for ft. condor battles were. At least they're worth doing now. I started hooting and hollering when I saw the rewards I was getting.

edit: oh...oh no!!!!!!! http://i.imgur.com/sbeqPP5.png

I'm enjoying the difficulty spike after leaving mythril caves. jenova battle was really satisfying.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-21 15:29:36 »
I'm playing for the first time. really love the mod so far. I've encountered a few oddities..

http://i.imgur.com/dc388vK.png

This was very funny but I'm not sure if it's supposed to happen. There was nothing I could do to interact with it... Is Guard Scorpion the "new threat"..

The NPCs that are supposed to transport me to and from Ft. Condor don't work. The guy who's supposed to take me there just tells me how much gil to bring and the dialogue box closes. Trying to exit from Ft. Condor, if I talk to the npc that is supposed to transport me back, nothing happens and also an invisible barrier prevents me from walking out of the fort unless I exit and enter the screen.

The "SP gained" messages I was getting from beating certain enemies in the early game were kind of distressing. Because I had no idea how SP worked, I wasn't sure if I was missing something by not grinding those enemies for a certain amount of time or something.

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