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Messages - Caledor

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101
I want it to outclass Feathered hat: it's acquired later (dali vs lindblum) and costs more. True progression for those follows vanilla prices, with +1 total defs for each one from leather hat to Magus Hat.

Robes are a much more pressing issue BTW. If you're interested when i'm done with it i can upload the CSV from hades workshop, they make comparisons easy.

EDIT: another easy to spot issue: dumb jump in def for the last 3 heavy armors and last 2 hats

102
Other stuff i'm noticing as I play.

There's some imbalance in early game weapons. I think Steiners are too weak and Zidane's too good. Notable Vivi gaining access to the Oak Staff before Burmecia (atk 23) while steiner doesn't even have the mythril sword (20). Armors... minor stuff like Headgear being worse than Steepled Hat despite costing more (perfectly fixed with -1 mdef to SH and +1 mdef to Headger).

Robes have too much def, even more than heavy armor options acquired around the same time. Check Cotton robe vs linen cuirass... that's not acceptable. Also the cotton robe trick (infinite money) is worth considering.

103
BTW do let me know if you disagree with something, i'm interested in hearing your thoughts

104
Don't worry too much about my numbers. I think i'll just make a mod for myself using (a lot of) stuff from yours.
So use anything I write as you see fit, i'm not going to argue with what you decide to do.

As for armors, i do agree with your 2 changes. Then Defense like attack, balanced around "when is acquired" with heavy armor > zidane/amarant only > light > robe. Opposite for magic defense, for a bit of flavor. I do think the game is already more or less built around this concept.

About other stat weapons... i haven't tested how big the gap is between str spirit spd and mag. So i really can't say anything about the "spr weapons need higher attack" thing. I decided on these numbers in just about 1 hour from zero so they're anything but final. Maybe i'll add more atk, maybe more spd/spr here and there (on the char. themselves?), maybe i'll remove the spirit formula from some weapons (like knight's swords). Dunno yet.

Probably i'll make daggers use the spd formula and staves/rods use the magic formula. It's currently unused and works just like the spd/str one. Again, just for flavor.

105
Quote
The formulae displayed in HW are all wrong :/

They are displayed? Also yeah, i assumed the averaging: the wiki at Final_Fantasy_IX_weapons has the same formula you reported.

nice anyway. I can make staves and rods use magic without issues lol.

106
I already threw some numbers with pen an paper. Changes are mostly mid to endgame, and made to follow the original power ranking. Steiner has the best weapons, then Zidane blades/amarant, then Freija/Zidane daggers.

Notable:

* E2 to 94, UW to 90 (why the huge jump for these 2 alone)?
* Bistrofork 71, Gastrofork 88 (quina's weapons are always much stronger than everyone else's, why do they tank so hard in the lategame?)
* Orichalcon 63, Masamune 77 (masamune requires orichalcon but is weaker?)
* KL, DH 80 and 71 (same as you)
* Dragon's Claw 48, Tiger fang 55, Avenger 64, Kaiser Knucle 70 (DC and Scissor fang should be much closer since they're acquired around the same time, the others followed suit)

Idea: minor power boost to staves and rods (like current power / 10) and make them use the magical formula.

Balance is around "when is acquired" following the power ranking dictated by lower level weapons (no changes until oeilvert mogshop included). Didn't care about different formulas.

Spirit formula and speed formula are not boosts. Instead of using 100% str they average Str and the other stat, be it magic, spirit or speed. The true boost is only for the lv formula of the StQ

PS: i opened his file in HW, that's how i was able to report those issues

107
This is usually the kind of mod i make/look for, that's why i was able to spot it. You know... mods that don't change much, but make the game strictly better without losing anything and thus without upsetting anyone. I could try fixing them but i can't guarantee anything for timing and whatnot.

BTW if you're still interested in working on it, i'd try to balance all weapons' attack power over the course of the game. Like, Zidane stays behind Amarant until he makes a huge leap with the Ultima Weapon, ditto steiner with E2, Amarant himself has 4 weapons in a span of 10 attack power or so...

Very nice work anyway, and thanks for the perfect documentation.

108
just seen a magic bonus formula available for weapons... does it work? and how... just like the spirit and speed ones?

109
I'm seeing some issues with the Steam version of the mod. Discrepancies between the mod and the doc.

Found so far:
* Price not updated for Dragon's Whisker
* Brave suit still boosts Fire
* MP Cost and Accuracy of Stona, Silence, Mini, Confuse, Might
* Comet

Also... in your doc you have listed an MP cost of 26 for Ifrit in the Changes sheet and 24 in the Spells sheet

110
usb, leggi l'help di ts. Non è #h che gestisce le domande, ma #o

Ora come ora hai problemi con tutte le domande dove il mio numero di righe differisce da quello di DLPB.


The "Corsa dei Ch   bo" texture issue: dunno why that would be in the Reunion database.
The reason for that issue is quite simple: The SadNes used the spanish version of the game as basis for their italian translations.
So the x/y/width/height info for grabbing that piece of texture and placing it on the screen doesn't match since we're now using the english exe with textures meant to work with the spanish one.
So... all I did was open the spanish exe, find where that info is stored and copy paste it into the english one.
I didn't even look at which byte does what, it worked like a charm right away. Easy peasy.

111
BTW the sex symbol is not mandatory if you want to translate "Male" and "Female" for chocobos.
I know that trying to translate those words directly is a nightmare so i splitted the dialogues. If the game writes "Male" in the variable slot, i made it use a dialogue box with "Maschio" hardcoded in place of the variable slot, if it wrote "Female" it uses a different dialogue with hardcoded "Femmina"

Code: [Select]
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Maschio
Classe: {MEM3 44A 1}
------------------------------
#cy 6
#cy 8
#cy 65
Nome: {MEM3 440 6}
Sesso: Femmina
Classe: {MEM3 44A 1}
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo maschio.”
------------------------------
#xy 173 48
Virido
“Dai un nome a questo
  chocobo femmina.”
------------------------------

112
Già, scusa, avrei dovuto informarvi prima. è un problema noto

Al momento lo sto volutamente lasciando in sospeso perché

1) è un bug minore
2) non accade sempre
3) verrà fixato definitivamente quando passerò a R06 come base

Inoltre, posso "fixarlo" tornando a vanilla (cioè avendo il box sempre a larghezza max, come accade nel gioco originale) in qualsiasi momento. Se vedo che il passaggio a R06 va troppo per le lunghe adotterò temporaneamente questa soluzione.

OT: fa piacere che le live di gamerdex siano conosciute, devo dire che ci stiamo divertendo non poco, sia lui a giocarlo che io dalla chat. :D

113
i think it's better to if your post has it's own thread. That way you can receive feedback for the port, like bugs or tips on how to include other stuff, and here i'll receive feedback for the translation

114
Maybe you should've asked before posting, but i'm totally cool with it (dunno if there's someone else you should ask though).

After all i've been the one saying that people should just grab the flevel and put it in whatever framework allows modding if they were ok with the compromise. This is not that different.

Just one thing: make your own post for it cause i won't be able to help polishing this port.

115
Il numero dei dialoghi è la parte meno rilevante di tutte: andrebbero portate tutte le mie modifiche fatte all'exe e allo script per accomodare la nuova traduzione e fixare bug. E anche in quel caso non sarebbe compatibile con NT

116
Ciao, grazie a te dei complimenti.

Ho dato una rapida occhiata a NT e sì, direi che è incompatibile. L'idea era che alle brutte potevi provare una traduzione "monca" su NT, rimpiazzando il solo file coi dialoghi del field (e il resto in inglese), ma ha fatto pesanti modifiche pure lì.

Non c'è assolutamente modo che NT si incastri con una qualsiasi traduzione... andrebbero tradotti direttamente i testi di quella mod.

117
I didn't even know this was a thing, thanks usb (for your PM reply as well), i'll give it a try sometime.

And thanks to Kuraudo (who's still helping me in improving this translation months after its initial release) and Vincent for the kind words :D

118
Thanks to Kuraudo's help, whom i can't thank enough, the translation is constantly being updated to fix typos and/or address other minor nuances. He just finished playing disc 1, so i think it's a good time to also have a version upgrade instead of the usual "ghost" v1.03 upload.

Oh and, since it's just switched to the 31th, I wish you all a happy new year!  ;D

119
Added italian magic.lgp with sadnes' textures: Supernova and card tarots. Thanks usb!  :wink:

EDIT: uploaded new installer to fix a few typos (reported by Kuraudo). I tend to do these and save version updates for bigger changes so check the "Last update" from time to time.

EDIT2: v1.03 fixes in-battle help text spillover and some more typos. Thanks Kuraudo!

EDIT3: v1.03 is still being updated to fix typos thanks to Kuraudo's support. The 27/12 update fixes Mutsunokami's name (it was still Yoshiyuki) and changes Ultra Might name's to Wolframer (from XV).

120
1.01 uploaded to fix this issue, thanks omark.  :wink:

121
Thanks!  ;)

Please report any bugs or translation issues/questions/suggestions here. (Check the documentation first for non-dialogue terms)

122
I honestly dunno. This translation replaces a lot of files (remember, built upon Reunion R05) so "out of the box" it won't work with anything probably. People will have to mess with files on their own, replacing files and repacking LGPs, especially for mods that enhance graphics.

Goal was to get one working release first, combatibility will come later.

v1.00 RELEASED

123
Submarine acquired. Aka 90% DONE.

Funny how (real) cloud enjoys taking prisoners instead of fighting (yes, even dogs). Also, his enemies love him for that.

Flevel is 100% DONE. Only things missing for full release are text from the submarine minigame and texture alignment in the snowboard minigame.

124
Finished a full review of disc 1. I now consider 67% of the translation final.
Started working on Disc 2 and i'll probably follow the proofcheck of Beacause from now on.

ATM i've finished Icicle Inn (Loggia gelata).
Also, an image for the update: https://imgur.com/a/SN3OLMH

Edit: Gaea's Cliff done.

Edit2: Escaped from Junon. 80% done.

Edit3: Mideel sunk.

125
The forum sections are right above the posts of this page. All you need to do is go back to FF7 Other Mod Releases

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