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Messages - gjoerulv

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1026
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-13 15:24:44 »
Hi, I'm new.
Quote from: gjoerulv
Quote from: Tyler_Wu on 2008-09-10 21:26:32
- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

I just couldn't bring myself to make Palmer hard. Sorry lol.

Could extra enemies be added to this fight? I have tried to add some by hex editing scene151, but the game crashes when the fight starts (either due to some horrendous and amateurish oversight by me or something about that scene that frowns upon extra enemies).

Since one can hardly imagine a man who has lard(!) in his tea being much of a fighter, this might be the best way to make the fight both challenging and believable. They could be the "security" he summons before the battle starts.

No you see, The tiny bronco and the truck are also enemies in that battle, and it's only possible with three different enemies in 1 battle. You must alter Palmer's AI script if you wish to change this battle.

...

new feedback

- i noticed that lord godo (the top of the pagoda in wutai) gives 5000 ap!!    i like that, BUT i found him to be a bit too easy if you come well prepared with  regen, mighty guard, biaga, and having the elemental-gravity combo in your armour hes not much of a challenge. 

....

- kjata summon materia...   i cannot beat these 3 bosses,  im like level 50 now and have curaga, white wind, mighty guard, comet, etc etc.  and i still cant beat them.   i think i just havent figured out a good strategy yet,  i havent tried psn or demi or parlalyze confuse so maybe ill have to try those next time.

mecha soldier in cosmo canyon,   still cant kill him before he knocks everyone out, even with casting slow on him and haste on me.   i did steal a couple turbo ethers off him tho, is that the only real reason to fight him?


bug?   i just got hyper jump limit break for cid.   i tried it on those bosses that guard kjata summon materia.     it crashes the game everytime! lol
maybe it has something to do with hyper jump having a chance at causing the status death?

im going to the great glacier and all that tomorrow,  ill let you know what i think of all that.

Ok Godo too easy!

The Kujata Materia fight was supposed to be beatable in line With Jenova Life. Hmmm... Perhaps they need less HP. You should dispel 'em a lot. Have one ally do DeSpell+all if needed. And the Goons can be slowed. They were supposed to be weak to the opposite element though, but it seems I forgot that. Sorry.

Yeah the Hyper jump has always been buggy. Not just in my mod though. There might be a problems with the elements in the fight though. Or the fact that Levant is immune to everything before yuo kill those goons.

And that Golem is still too hard too. I like it!  :evil:

1027
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-11 16:57:41 »
Relax dude. I like to get feedback! I'm kinda embarrassed 'cause I didn't get much time to test this mod myself.

The gi cave, yea i thought it was a little too easy other than the gi nattak boss, he was good.     i just got the tiny bronco and i still cant defeat that big mecha robot soldier thing outside of cosmo canyon, he always uses megaton punch and i get game over before i can kill him,   i just thought i should bring that up because i have no idea when you wanted him to be beatable.       

Well that Golem is supposed to a challenge in the game, that isn't beatable the 1st time around at least.

one question,  are you able to change or edit the reward for looking at all the turtle paradise posters?  i was just wondering, cuz i think it would be a good idea to increase the reward a little. maybe 2 of each source instead of one.  i dunno its probably not even possible to change it lol

Yes that is possible. It's just to repeat the code x times you want the sources.

- materia keeper in the nibel cave is too weak,   at least his trine anyways.

That's quite easy to fix. I'll just give it more magic power. Or anyone else can.

- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

I just couldn't bring myself to make Palmer hard. Sorry lol.

- im too scared to try the wutai quests yet,  without any materia i would be pretty weak, so i think im gonna wait a bit before i try it out. 

Try it! Others have complained it was too easy there in the previous mod.

right now it seems like the boss that guards the titan materia is stronger/harder than the materia keeper and the gi nattak  and the lost number too.   im not sure if thats how you intended everything, i just thought i would mention it..

He should at least be beatable before you leave rocket town. That was the general idea. And Lost Number kinda sucks if you can't beat him the 1st time around. In my opinion at least. 'Cause then you must wait to get Vincent. You could make another way to get the key and save Lost Number for the Cosmo Memory though. But to be honest that sounds kinda stupid considering Hojo's note.

Have anyone beaten this mod yet. Is Sephiroth Beatable? I kinda wait for flaming stating it's impossible to beat him lol.

1028
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-09 22:04:47 »
ok thanks! It's still too easy huh? The trio returns yes! And to be honest I though that Chocobo would be easy. hmmm... must have miscalculated lol.

I dodn't think it's that hard in the gi cave either. And I may have forgotten to make the other fights with the Turks harder. Sadly I haven't much time these days to update (as always lol).

whoops, just checked. The chocobo wasn't supposed to have that much hp. And it wasn't supposed to immune to paralyze either. Feel free to fix it with Hojo. Thanks for the feedback. Keep it coming!

1029
...
 then on top of that you could always install gjoerulvs balance/difficulty mod and that 9999 limit breaker patch too.

I think it's better if I make a patch that works with this. The problem is that mine is still beta (kind of. I'm just looking for bugs though) and I don't think this one is done either. Or is it?

1030
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-04 15:26:30 »
Ok the bug is fixed! Download in the 1st post.

1031
Releases / gjoerulv's "Hardcore" mod
« on: 2008-09-04 00:20:55 »
No I thint it's a bug. I don't think that animation is ment to target all. I'll check it out! Thanks for letting me know!

1032
Releases / gjoerulv's "Hardcore" mod
« on: 2008-08-26 07:54:51 »
sorry for that quote lol.

I updated the kerenl.bin again. Nothing much just tried to balance out the ultimate weapons some more. Download it in the op post.

1033
Releases / gjoerulv's "Hardcore" mod
« on: 2008-08-24 21:57:40 »

1034
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-22 19:51:17 »
It might work. My patch alters the field script only. And in battle lgp I add models. I haven't modified any of the original ones. I shall test it out and let you know whe I'm done!

1035
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-22 03:10:53 »
Yes I thought 'bout adding a save point in the gi cave too. And enemies speed is increased as well. I might get done within that time you mentioned, but I won't promise anything. It depends the time that's given to me he, he!

1036
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-20 22:18:06 »
Hey gjoerulv, sounds like you have really made something special. My main reason for the long post is, I want you to read it and think about what I have said compared to the changes you have made and haven't made in your mod. I am hoping my opinion and suggestions could help inspire you to make your awesome mod even better. Everything I say here is my opinion and suggestions for vanilla ff7, it's to give you things to think about, on whether or not your mod is different enough in certain respects. Obviously I respect all your decisions and I know your mod is mainly made for you and your enjoyment BUT I wanted to share my thoughts and hopefully help you to make your mod even better, I don't expect you to listen to everything I have to say, just think about it and compare what I have said about vanilla ff7 to how your mod is in it's current form.

I'd also like to hear what ARMS/SD666 has to say about my comments.

One huge thing that made ff7 much less enjoyable than it could have been was the incredible lack of difficulty in 90+ percent of the game. I know in your mod you have increased difficulty quite a bit (especially in version 2) so that's great!


wow man! Thanks for the interest. I'll try to answer you as good as I can. Actually I started to work on this today after ca 2-3 months of no work. The mod is nearly done. By that I mean ca 90%. But those 10% remaining are quite a bit for 1 person.

Some problems in vanilla ff7 I think were:

-Many of the players attacks were overpowered, all magic attacks were overpowered for the majority of the game. Some level 3 limit breaks and most level 4 limit breaks were overpowered. KOTR is obviously just ridiculously overpowered. All death,death sentence, etc type attacks should be removed because they are cheap. The game was already too easy even without barrier, mbarrier, wall, big guard, haste, white wind, angel whisper, pretty much all summons and most offensive attack magic. So I hope things are more balanced in your mod.

Magic attacks becomes overpowered early in the game. Few people know that weapons actually increase the character's magic power quite a lot. The stronger the weapon the more power too. If we remove this, not only does it help on the power level, but we might make more unique weapons as well. In my mod I've also weakened KOTR. But KOTR may also make the enemies peerless. To use it against regular enemies is a gamble, but works normally on the WEAPONs (they're immune to peerless). Master summon, magic and command are replaced with other spells. I currently don't know what to replace master summon with, but magic and command are replaced by remove and flash. Remove is removed (lol) from the Exit materia and flash is also removed from Slash-all materia. Big guard targets only one and costs more MP. White wind costs more MP as well, and only removes poison and darkness. Angel whisper doesn't remove any status. All summons can only be used once pr battle and some are modified as well.

- Most enemies were a joke even if you played a no materia game, just use attack and limit breaks and have some xpotions and your set. A few bosses and enemies that I think really needed a buff are, diamond weapon, Guard Scorpion, Aps,  reno/rude in gongaga, palmer,  reno and rude in the gelninka but they are glitched I think,  rude when your at rocket town, proud clod, jenova synthesis,  dark dragon in north crater, movers,  ALL wolf/dog type enemies, doorbull, king behemoth, grangalan,  pretty much ALL shinra soldiers including the ones with guns  with one exception 1rst class soldiers, manhole,   Thats all I can think of that were extremely underpowered... although I do almost every enemy in the game should be buffed.

- Magic pots and movers.  I think they should be removed or drastically changed. I hate how these monsters work. No challenge what soever, you just give the pots an elixer and the movers you just attack once and boom! Instant tons of xp and ap. I personally think you have have a tough challenge almost like a boss fight for such high rewards.

Trust me. Toward the end all enemies are badass! And imo to fight many hard fights can get tedious. Specially if you're leveling. I've increased exp and ap a bit. But decreased gil somewhat.

Some ideas I have to make ff7 better:

-Iron man.  What would you think about putting these guys somewhere else in the game as well? I love these guys, I think they should be buffed a bit and then added to another area of north crater that you can turn back from, because right now these guys are right before Jenova and you can't go back after fighting any of them... no fun in that.

Haven't thought of that. I may find a place on the continent for him.

-One big thing that I really have no idea about, if you, gjoerulv changed in your mod or if any other modders like saintdragon666 have done but would really like to see is bigger stat changes when you equip materia. Maybe  triple all the positive AND negative stat changes on materia like for example most basic green materia takes away some strength but adds some mdefense and magic, maybe increase those values and IF POSSIBLE change all materia that affects mdefense to make it change spirit instead, because as we all know magic defense does nothing.

Sorry to disappoint you but the only thing I can do is to switch what kind of effect the materia makes in general. It's only decided by 1 byte in the kernel, and that byte gives all the effects. 13 different kinds I believe.

- Is it possible to add items or chests on the ground? I think it would be neat to add lots of little secrets like how in ff5 or 6 i forget which maybe even both had elixers hidden in clocks. Maybe you could add a few items or weapons or whatever is various places in the game. For example there are a few unused completely useless spots where there is nothing to do like in bugenhagens home, you can climb up to the top and run around, even go hide behind the big metal dome thingy, you could add an item or two up there.

It's possible, but I don't think I'll go int that at this release. I've thought about adding some save points though. One before Aps and one in the ancient forest.

- Make armor have a bit more variety. Maybe change a few more armors to have more special things about them, rather than ONLY changing one thing like it has double ap growth, maybe make it so it has double ap growth but minus 10% hp,  or triple ap growth but minus 90% experience, etc. I think it would be a great idea to change many armors and accessories and weapons so that some of their positive affects might be higher but they also have a negative attribute to them, like the curse ring! I think it would be awesome if their was a little more end game equipment that was all about equal that way not every single character has the same armor or accessory. I think it would make the game much more interesting, all about choices and options, do I want to wear this sword that has plus 89 attack and minus 30 vitality? Or do I want to wear the sword with 60 attack and minus 10 to spirit?, or just a plain old sword with plus 55 to attack but no negative modifiers? You could also make more character class specific items, some are caster specific, some are warrior specific, some are for a jack of all trades character, I'm sure ya know what I mean. If you can't create new items then modify existing ones.

This is possible. Well, I don't remember if it is possible to subtract stats, but plenty of things are possible.

-In your version 2.0 could you make it so that some of the other patches out there are already installed into your mod? Like the ones that get rid of those blocky hands, give better resolution, smoother textures, better character models etc. That kinda thing. I'm sure the people who made those patches would let you if you asked.

I can make patches that goes along with others. I might even make a patch that has multiple patches in one. If the creators don't mind. But 1st I'll release my patch, and perhaps others can upload patches that works with mine. The files I work with are: scene.bin, kernel.bin, battle lgp and field.lgp. Only patches that alters one or more of these files will get a problem with mine. Some patches only alters the ff7.exe, and my mod will have no problems with those.

- What would you think about weakening multi hit limit breaks like meteorain,omnislash,highwind etc.  They are so powerful that unless you have 4 times cut command materia your normal attack is so damn weak (compared to your limit break) that you might as well just not even bother attacking, just wait until your limit gauge is filled up and use a limit. 
 My problem is that for example omnislash does 15 hits of 9999 if your strength is high, thats about 150000,  thats like 15 freaken turns worth of normal attacks if you dont have double or quad cut. I think that no limit break should do more than 10 times the damage of the normal attack, its just too unbalanced.  I think that if your normal attack does 9999 then omnislash should only do about 100000 rather than the 150000 it does now. that way if you have quad cut and are doing 40000 dmg a turn with it then omnislash is about 2.5 times more powerful than that... which sounds about right in my opinion.  in vanilla ff7 it does around 4 times that much, rather than 2.5 like i suggested.  also meteorain could be nerfed slightly as well. now everything might be quite a bit different in your mod compared to vanilla, especially with that patch that lets you hit over 9999 but I wanted to give you something to think about.

Good thing you mentioned the 9999 limit breaker patch. Use it with mine for best result. In my mod you need to lose twice as much HP as normal. You'll feel lucky each time you get a lvl 4 limit. Some of 'em are weakened (like omnislash) but the early ones stay untouched.

1037
Archive / Re: Help finding FFVII hard mod
« on: 2008-07-20 04:20:33 »
For what it's worth I'm working on one. Perhaps a week?

1038
Archive / Re: if i was to change the limits........
« on: 2008-07-13 15:09:01 »
You don't need to change the AIs. Only Vincet's limits needs an AI.

1039
General Discussion / Re: Favourite FF game in the series?
« on: 2008-07-05 12:47:10 »
Well it's not like FFVII is the only FF game out there. When it comes to strategy, FFXI blows everything out of the water. FFVII is a great action-oriented FF game. It doesn't have red mages with buffs and so forth, and there isn't much strategy, but nobody said FFVII has it ALL. And, you know what? FFVII SHOULD be action packed. It's the most cinematic of the games thanks to the elevation of our perception of the series thanks to Advent Children and so forth. Playing FFVII slow-paced like, say, FFV, would feel awkward. Why isn't Cloud attacking the enemy with his sword four times per turn? Why isn't Cid on a rampage? Why isn't Tifa kung-fu-ing everyone's arse?
Cast big guard and have a blast. That's what FFVII is about. Use White Wind when necessary. :P

All FF have their strengths and weaknesses. You can't say, objectively, that FF6> is weaker 'cause of the technical stuff they pretty much were limited to at that time. We all know that any given kid playing 3d games wouldn't be impressed by a 2d game, regardless of how good the game actually is.

When it comes to FF7, imo the only thing canon is the original game. I haven't played crisis or dirge, but I've seen enough to know that they're pretty much just fan service. Well crisis core looks kinda good, but dirge and AC (especially AC) is pure fan service. Most of the characters had screen time for that very reason. The film is good for it's action and it's presentation, but beyond that I weren't impressed much.

1040
Archive / Re: FFVII Bugfixes
« on: 2008-07-03 13:18:43 »
I've fixed all AI bugs in the game, including those YT one from opening post. That elixir glitch can easily be fixed by field scripting. And those damage overflow glitches can be fixed too by altering the kernel.

1041
Yes, it sounds like what cyb wrote. And that's partly what I meant. But if the counter attack was on both you and the enemy, it smells bug. I believe the enemy becomes the target though, after the beam splits. 'Cause the AI prob sets the target to self's last attacker, and the objects are prob created after the 1st enemy gets damaged.

1042
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-19 14:12:28 »
As I said some enemies use fire ice matra magic etc. I could either switch out all those attacks, or simply disable them in all the AIs. Both would be a heavy load. A fire attack would pale in comparison with many other unique enemy attacks. And by the time you get fire2 etch, those attacks will be almost obsolete anyway, boost or not. And, as I wrote, in the beginning you will need these spells stronger to balance things out in my mod. If not the game will start too hard, imo, and then just get easier (though it will eventually get harder no matter what).

Of course my scene mod is in mind when I say this. Some enemies have heavy Def, or MDef or Both. Some got more resistances etc.

1043
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-19 00:24:06 »
Frankly I don't care much 'bout the beginning. I've tried it with my mod and it's quite balanced. Some enemies could be harder. And the limit of power is 255. If I can't make the power higher I must make the attacks greater. Also, In the end, your physical skills (4xcut, slash-all, counters etc) will always be better than e.g Comet 2 or Ultima. I tried to balance it out more. That's all. I do not want to make the physical attacks weaker.

1044
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 22:10:47 »
I just had a "slap-head-revelation" if it's true. I thought the different levels were separated and that the total amount of AP needed to master a materia was the sum of all those levels. Ain't it?

Well than this certainly explains it.

The reason I powered up many spells is that the enemies use 'em too. All spells that are loaded from kernel.bin ignores effects in scene.bin. And the reason I've made the early summonings that strong is 'cause they're pretty fast obsolete in the original mod. Bahamut ignores all defense, and will deal more damage than the most earliest. Enemies MDef is boosted yes.

EDIT: I pretty sure there is a problem with the booster materias too!

1045
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 19:33:39 »
I agree on most of the parts you wrote 'bout the E Skills. But keep in mind that enemy skills can't be linked to get another effect. That is a handicap for those spells.

The bug I get with the AP level is that they level wrongly. I know that The Revieve materia and the Exit materia level wrong, and that all the stat bonus materias level wrongly and even skip levels. There might be more but at least those. Every other materia level as I altered 'em in the kerenel, and ALL materias shows the right amount in the game. I use a hex editor. What proggy are yuo using?

To make Odin use the lance all the time just overwrite Odin's attack with the Lance in the kernel.

1046
Hmmm... Since they were either attacking you or the targeted enemy 'bug' is the 1st thing popping up in my mind. If they were only attacking the targeted enemy it could make sense though. The game could make that enemy the user of the 2nd beams.

1047
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 17:29:39 »
Nice stuff auxili160. I'll try to give you answers.

Status changing materias have a higher chance of landing, except death. But the enemies have much more immunities as well, especially against death. This being said, I don't want any spells in the game to be obsolete.

White win will cost 'round 100MP in the new one. Big Guard ca 150. Or perhaps it's better to make Big Guard target only 1 and keep the other original stuff.

Magic Breath deals ca 200 - 400 MP damage (depends on stats of course).

Both Aqualung and Beta are hard to get. They're not altered any in power, but in the new version I kinda had in mind to increase the MP cost.

Angel Whisper and White Wind have a 120% hit rate too.

That with Cait Sith sounds cool.

I experience a bug with the AP levels. I don't know why. But this doesn't occur on Mime (phew).

Master Command isn't Master Command, but Flash. And Flash was removed from Slash-All. I intend to keep it this way. I kinda wanted flash to not replace attack though, but don't know how.

I'll take your idea with the counter effect into consideration. I kinda like it.

You'll get less gill in this mod, and the enemies are much harder. In the end you should have more than 9999 HP to survive lol. In the beginning you'll kinda be stuck at using spells. In other words you'll prob get to use some Ethers before the end of disc 1. Prob before the end of the 2nd reactor. Mp cost on lower spells aren't touched, as buying enough potions might be a pain.

And on an embarrassing note: I haven't worked any on this on like forever. But I will finish it someday. The mod is almost done, don't worry.

1048
Releases / gjoerulv's "Hardcore" mod
« on: 2008-05-26 15:36:10 »
Good to see people still interested. The mod will be done this weekend or next week. I don't have time to work on it this now. I have exams coming up. I was hoping to be done with it last week, but something came up and I didn't get any time after all. The good news however is that the mod is nearly done. It won't take much time to finish it!  :-D

1049
Completely Unrelated / Re: Need a good Patch program
« on: 2008-05-14 18:41:10 »
wow! Replies. Well I have googled a tiny bit, but just the usual stuff pops up. I need a good proggy that can compare the original kernel.bin, scene.bin, field.lgp and battle.lgp to my modified ones. I'll check NSIS out. Thanks!

1050
Archive / Re: Old one: Enemies in wrong places
« on: 2008-05-12 11:14:43 »
Isn't there a simple kernel.bin updater in Hojo?

And just for the laughs... It took me ages to figure this out. When I realized what caused it I smacked my forehead so hard I can feel it today.

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