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Hi again

The game has run pretty much fine since my earlier issue, but now I've run into another problem. I have the submarine but can't enter the sunken Gelnika - I move around it but nothing happens.

I'm not sure if this is a NT issue or not. I have had some issues with the game that feel like they're not NT related - mainly being unable to exit vehicles like the highwind and submarine. It always works eventually, but sometimes takes a dozen button presses and up to a minute.

Anyway, posting this on the off chance that it's a known problem or that it is a NT bug (I kind of suspect it's not, but idk!)

Edit: okay I'm just stupid. I haven't played the game for a while and I thought the red submarine was the Gelnika. It is not the Gelnika!

2
Ah it seems Shock costs 4MP but Guard Scorpion has 0MP; I'll fix that next time I update CO and I'll give it more appropriate HP/Stats.

I'll take a look at it and add a countermeasure or something.

Edit: Have updated the mod, I removed Marlene's movement in that part so she won't get stuck anymore.

Thanks so much for this quick fix! I just tested it and it worked like you said

3
Hi Sega Chief, thanks for all your work on this excellent mod!

Unfortunately I've run into a problem that is stopping me from progressing in the game. I'm playing 2.0 Type B, and still in Midgar near the beginning of the game. I returned to Sector 7 through the sewers/train graveyard, and I have to talk to Marlene. She says to follow her and runs off to the side, but then nothing happens. Her running animation continues indefinitely (though she isn't moving), Cloud is locked and can't move, and the game is essentially frozen.

I've tried this three times and the problem happened each time. The first time was in normal play, the second time I turned off all mods except New Threat and for the third time I uninstalled New Threat and reinstalled it.

Any ideas what I can do to get past this part?

4
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.

Any tips then?

I've tried around 10 times and he is impossible. I have done everything I can possibly think of to protect myself - ribbons, circlets, shield armor, gaia gear, status protection abilities, auto-regen. Casting reflect on him so he can't cure/regen, casting reflect on my party to protect them. Nothing is enough. You said everything is possible without grinding, but I don't know how I can win this battle without going back to Memoria, grinding and going through Deathguise and Kuja again, something I really don't particularly want to do


5
Got all the way to the end of the mod without thinking anything was unfairly difficult, but Necron... wtf

Possibly my party is a little bit low level (around 40-45), but I beat Deathguise and Trance Kuja on the first try so idk. All my equipment is good from doing the sidequests/stealing, but he's an absolute bastard. After the first couple of rounds it feels like most of my time is spent just trying to keep my party alive. And that's despite the fact that they're often absorbing or guarding some of his attacks.

I did have one hilarious battle with him where he managed to berserk Zidane, who was the only one still alive and who absorbed and guarded everything with 1 HP for about 6 turns. I honestly thought Zidane might just do it himself, he was hitting for around 3500 each time and I'll already dealt tons of damage, but eventually Necron used Blizzaga or something and the game was up

6
Started from scratch and got it all working correctly! I'm not sure what I did wrong previously but it sure was something

enjoying the mod a lot! The game is nicely challenging now but hasn't at any point felt unfair, the balance is very good.

7
I'm having trouble getting this mod to work.

I have followed the instructions, but I checked Vivi's equipment and his rod doesn't have the MP +20% skill, which I've read indicates that AF has not been installed correctly.

I did find the installation somewhat confusing, I think I did it right but am not sure. The readme indicates to unzip the files, then copy ONLY the "AlternateFantasy" folder into the game directory. This confused me because there are a bunch of seemingly important files that you are NOT supposed to copy into the FFIX game directory?

Anyway, I copied only that folder over, edited Memoria.ini as the readme states and the mod isn't installed.

I tried again with a fresh install and just copied everything in the folder over, but that didn't work either and it broke Moguri.

After reinstalling (again) Moguri is working perfectly again, but I still can't get this to work properly. Any help would be much appreciated

EDIT: I have managed to get Vivi's MP+20% skill to show up, so the mod DOES seem installed, but in battle none of my attacks hit. I've seen this mentioned as a bug online, but haven't found any clear instructions for fixing the problem.

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I didn't see that save point - it may be because I'm using Percival's Succession mod as well as this one? They mentioned that their mod is mostly compatible with this one but that some additions won't show up if their mod is used

Beam Cannon wasn't exactly the problem, it was just that after destroying that boss everyone was nearly dead due to all having been revived recently. It seemed pointless to try to heal and shell because the likelihood was that that character was about to die again anyway.

Anyway, I did manage to win the second time around because Selphie managed to hit for 17k damage using Calamity! I don't even know what that is, either because it's new or because I never really used her much before this play through, but it was a real wtf moment.

I think I'm just getting annoyed at dying in the game and then moaning here that it wasn't fair, so sorry about that, I'll try not to. I do still think the bosses feel a bit hard and luck based in general, though. I'm interested to see if that opinion will hold the further I go, because the game feels like it's starting to open up in terms of magic availability and damage potential. I don't know if that will mean things get easier or harder or maybe just stay the same


9
Am I wrong or did you remove the save points in the missile base after a certain point? I died against the boss there and now I have to do it all again? I guess it's related to the timer, and maybe it's that way in vanilla too, but ugh. I can see myself dying again a few times against that boss, the tank thing itself is fine but it seems very hard to get to the second stage with the soldiers with good health due to beam cannon OHKOing every time

In general the bosses feel a bit too strong for what is ostensibly not a "hard mode" mod. A big slice of luck (in terms of enemy move selection and targeting) seems to play a role in almost all of them, and that makes it quite frustrating at times. I think my characters are decently junctioned and I've put some effort into acquiring high stocks of good magic, but I still sometimes feel like there's not much I could have done differently to avoid a game over

10
I actually did manage to take them out eventually, took about 5 tries and was a long battle but I got through it in the end!

I thought they had reflect so didn't use magic at all, I'm sure I saw a spell get reflected back when I tried in the first fight. After that every move was so important that I didn't dare to waste it or risk getting damaged myself. Probably made things harder for myself

No longer annoyed, it was doable after all, sorry!
'
Unrelated general question - how effective are status spells in this mod? I still haven't really experimented with them, but is it the case that a lot of enemies and even bosses are vulnerable to certain status effects? It's clear that a lot of work has gone into making everything have a purpose, so I think that they could probably be quite useful. Usually random encounters are easy enough anyway, though, and bosses are tricky enough that I don't want to waste turns experimenting

11
I've been enjoying this mod for the last few days, but I'm a bit annoyed right now. I got to the fight against the two Iguions with only Squall and Irvine, and they absolutely wipe the floor with me. Irvine died in two hits, Squall died trying to bring him back to life. Didn't get a single hit against them. I've had a few game overs in the mod so far, but nothing I didn't feel I could do better at the next time. This one just seems impossible for my characters, and it's not like I can gain any levels or new magic since I'm locked into the parade event.

I suppose it wouldn't be quite as annoying if I didn't have to watch them climb up those boxes like a pair of 90 year olds every time I retry

12
Releases / Re: [FF8PC - Steam] Succession Mod (v.1.0)
« on: 2020-12-10 04:41:06 »
Hi Percival, congratulations on finishing the mod! I'm excited to play it soon

You mentioned that the mod is mostly compatible with Ragnarok, but not completely due to both mods using the same file. I assume that means Ragnarok should be installed first because Succession will then replace one (some?) files? I haven't tried a gameplay mod for FF8 before, so I thought it'd be fun to try (most of) Ragnarok along with Succession

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-05-17 16:15:37 »
glad to hear you're still working on this and are already part of the way through disc 3! still excited to play this once the first full version is completed

14
Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-01-24 10:36:32 »
Hi Percival

Just posting to say that I've been keeping an eye on this mod and am greatly looking forward to playing it once it's finished. Good to hear that you're still making progress, please keep going!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-10 07:26:57 »
I'm near the end of the game now and I've really enjoyed it so far, but I'm a little bit annoyed that all of the materia in the materia caves is hidden behind superbosses that I have no idea how to defeat. Any tips on taking them down? I think the mechanics of these fights are beyond my knowledge of the game, I've tried fighting two of them and both of them just had some moves that seemed unbeatable (9999 and blowing the character out of the fight, the Cactuars status effect that doesn't go away)

Additional question: do the new threat sidequests have similar fights?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-03 06:51:24 »
Hi again Sega Chief. Thanks for your post before about the two-headed boss - I managed to beat him first time after I changed a few things with my strategy

Different question this time: I seem to have missed the Deathblow materia which is in the Great Glacier, according to the file in the folder. Is there any way for me to get it now? I can't get back into the Great Glacier and I was looking forward to finding that materia ever since it didn't shop in Gongaga as usual

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-28 17:16:55 »
Hi Sega Chief. I'm playing New Threat for the first time and really enjoying the changes you've made. However, I've got a bit stuck on the boss with two heads at Gaea's Cliffs. Any tips for beating him? I'm using haste, barrier and mbarrier - ALL and casting slow on the boss, but eventually he seems to speed up and use powerful attacks that hit all characters, often two or three times in a row and then again quickly afterwards. I'm using Cloud and Aerith as mages and Vincent to attack the physical head and I can damage him fine, but I can't make my party survive

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