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Messages - rasczak77

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Archive / Gondola crash (like observatory)
« on: 2004-04-22 02:40:46 »
I too had the Cosmo Canyon crash back when I was just using a Diamond Viper V330 card.  It went away as soon as I added a Monster 3D II card on an adjacent PCI slot.  With that I had assumed my computer wasn't originally powerful enough to run the game but I'm not so sure of anything now that people are having the same problem when they're using Pentium IVs and Radeon 9800s  :-?

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Archive / Gondola crash (like observatory)
« on: 2004-04-19 22:17:24 »
loganno1, you can pick up your save file here:

http://f1.pg.briefcase.yahoo.com/rasczak77

It's inside the Final Fantasy Depot folder and has been renamed to save00.jpg for applicable reasons.

You'll need to use "Save Target As..." and rename it to  save00.ff7

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Spoiler: show
You mean if Holy was a little like a T-Cell and the LifeStream acted like leukocytes?

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Troubleshooting / FF7 - Editing Monster HP/MP
« on: 2004-03-26 04:26:34 »
I’ve been thinking over The Skillster’s idea for a FF7 extreme edition patch.  Now, I’m sure that most of us are at least aware of the various criticisms toward FF7’s battle system.  In a nutshell, the game is too easy for a lot of this genre’s fans.  Granted that FF7’s being so conceivably boosted its marketability to the casual fans (as many of us admit we were before FF7), obviously the dulling combat won’t continue to satisfy those who made it to dwell here.  With this realization I also seek to rekindle a spark inside the original gameplay through various means as they become available.

   For a start, as I mentioned earlier, there is an imbalance between the use of weapons and magic.  A sure way to freshen up the battle system would be to try to adjust the two as weapons were relied on far more then perhaps they should have been to permit challenging circumstances.  Rather then modifying the stats of the weapons themselves I think that it would be more appropriate to hyperbolize the apparent characteristics of the monsters.  For example, the Adamantaimai should demonstrate a significant resilience to weaponry considering its visibly thick armor.  The Slaps should feature a particularly high weapon evasion rate and turn frequency according to their divisibility and how nimble they appear.  Generally, perhaps something like the smaller the monster is the more likely it would be able to dodge a physical attack.  I remember reading a lot of comments around the web where people said they didn’t use Aeris very much because she didn’t achieve as a physical attacker.  Therefore a lot of them didn’t develop a reasonable level of attachment to her to compliment her function in the story.  I can imagine a greater impact if she was allowed to contribute her suddenly more valuable skills a lot more often while on the pursuit of the Black-Caped Man.

Aside from just calibrating the vulnerabilities of the monsters it would be challenging to face deadlier enemies from time to time.  One immediate way to adjust this would be to boost a monster’s amount of HP or evasion rates, allowing it to last longer and cause more damage.  Unfortunately this would make some battles unnecessarily tedious (Who’d want to fight a Grangalan pack for half-an-hour?).  The obvious approach would be to increase the monster’s strength and magic power stats so it would do more damage in each of its various attacks.  Another alternative would be to raise its turn frequency so that it attacks more often during its lifespan, possibly coupled with a boost in MP to sustain a wider availability of attacks.  Though this particular option would suit monsters with a more agile appearance, fighting an extremely ferocious Midgar Zolom would be awesome.  Or better yet, a truly machine-quick Proud Clod would make you think it could actually combat WEAPONs.  Also it would be quite satisfying if the Shin-Ra combatants would actually live up to their reputation too.  Anyway, the number of lethally-enhanced monsters in the random encounter circuits would probably have to be limited.  It would be too much if everything could nearly murder your whole team each battle.  In any case, a slighter higher incidence of recovering phoenix downs and the like would be needed for the team to usually survive while on leveling spree.  Of which, it might be more fun to select one or two of the rarer monster species in each region and amplify their stats in the ways above.  They could sustain more damage, attack faster, and cause more harm but then reward you with much more experience, AP and gil.  This way it might decrease some of the repetitiveness of leveling yet still consume approximately the same amount of time and resources as fighting several batches of weaker opponents from the same region.  This sort of diversity would help draw attention away from some of the discouraging stress that would build from the more-challenging gameplay.  After all, the objective still requires the game to be fun to play.

   According to the copy of the scene_eng text file I have, all the basic stats and receivable items are modifiable.  In time, hopefully the elemental/status vulnerabilities will become adjustable.  Perhaps even later, extra subspecies using the same models (conceivably like with the Chocobos) can be introduced into different regions.  Ah, if only…

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Troubleshooting / FF7 - Editing Monster HP/MP
« on: 2004-03-24 09:32:30 »
I eagerly anticipate the opportunity to enhance what I presume will be the scene.bin file to our own wishes.  I'll probably work to cure the weapon/magic imbalance that has been noted often enough.  That and FF8's Malboro of Doom will be made manifest.

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Here you go, Caddberry (see Terence Fergusson's post):

http://forums.qhimm.com/viewtopic.php?t=2351

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General Discussion / Music problem...
« on: 2004-03-05 05:38:04 »
Now I guess we search the forum for links someone provided to the repair file.

Edit:  That's turning up empty.  Meh, I'll transmit a copy of file just this once.  It will be 3.28mb so you need to specify a capable medium.   Also, you mentioned that Windows came preloaded?  Further review of that thread states that you need to replace that file from within Safemode in order to evade the Windows File Protection.

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General Discussion / Music problem...
« on: 2004-03-05 05:22:12 »
Well, that could be a lead right there.  That patch also overwrites a file deep in your Windows directory.  The file is called GM.DLS and it is a sort of MIDI controller type thing.  Now you should try to copy over that file with the one from within the cab files in your Windows CD.  Many of us could probably just send you the file but I suspect that doing so would somehow be illegal.  Anyway, afterwards you start FFVII and find out whether or not there's a positive change.

Another option that you might consider is just bypassing the game music altogether and relying on Ficedula's miming FF7Music instead.

Technical credit goes to FF_Lover and his thread:
http://forums.qhimm.com/viewtopic.php?t=1656

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General Discussion / Music problem...
« on: 2004-03-04 21:57:01 »
Just to maybe shed some light, you didn't go and install that blasted FF7 XP Patch did you?

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Wow, I've been waiting a long time to see a full list like this.  Very interesting indeed.  I can't wait until casual modification becomes available.

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Hmm... I (and presumably others) would be interested in playing just such a mini mod where at least Safer could persist longer against moderate leveled characters who possess KotR.  Good work.

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>>>(i actually made some like that, but they're obviously fake cuz of the font, hehhe)<<<

I've done some research in that field while making the pilot.  I opened Cosmo to get at the background images when I noticed that the Speech text was both in the game font and in the blue shaded background.  It is also editable!

Ah, this is more like it

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All this excitement is giving me an idea about starting an Aeris/revival photoshop contest.  Just imagine surfing Google in 2014 and coming across a site with our pictures titled 'OMG SEE!!1!!ONE!' :lol:

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:lol: That's awesome.  The best part is the sentimental exchange set on the balcony within the Highwind's romantic cargo hold.

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Might that be the cave visited during Cloud's flashback at Kalm?

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