[FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.2)

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*defeats ultimate enemy* yeah... i killed it! wait... wtf? *a black screen appears, showing the words: would you like to save your game?*

game returns to title screen, and you load up your save... the first double MP battle comes up, and they wipe the floor with you... you just unknowingly activated uber hard mode... congrats :-P.

but seriously, ultimate, harder than the final boss fights should not give any kind of reward other than a type of battle trophy with no real use, since you basically would have nothing new to use a brand new weapon, or super materia against, seeing as you KILLED everything. the only way they should have anything is if they are linked to a harder ultimate boss, kind of like the bosses in the gba versions of the older ff games... give a battle trophy from the main ultimate bosses, and useful stuff from the rest.

the ruby/emerald weapons shouldn't have prizes linked with them either, since they are normally the hardest, and not even really hard at that. it should give a useless trophy item, or else i'd be expecting a harder fight to come up at some point, and would be disappointed if it never happened :-P
 
so this ultimate enemy would be the LAST boss and fight of the game?
 
There is an area in the Ancient Forest (I think) that was rumored to be a way to revive Aerith.  You vear off the path to the right some and then above you you can see a vine leading up into a cave of sorts.  Somehow using that area could be pretty cool as not a lot of people even know the path branches off.
 
really?! a way to revive aeris? is that true? hmm i need to look into that then.. ancient forest... thats where u get the typhoon summom right?
 
Yes it was in reality a cave that wasnt used in final release...I am not sure if the code is still there for the vine ladder  but could be a great place...
 
Yes, that materia is in the Ancient Forest, but that's not where the cave is.  It's before the Forgotten City, in the same area as the chest with the Water Ring.

And it was only rumored to be a place where you could revive Aerith.  In reality, you can't even climb up there.  If it were possible to revive Aerith, she would've had a more direct role in Advent Children.

Sorry.  Aerith is as dead as Sephiroth is.
 
well i just wanted to know wut it was there... aeris was good and all but her death is a turning point of the game and it fits excellent with the game.. but anywayz, i'd like to see that "cave" but i dont remember haha
 
I saw an image of it on the web once.  Give me a moment and I'll find out where it is.

Edit: Okay, it's eluding me... I think if you land the Highwind right outside the Forgotten Capital, but go back in the other direction, you'll end up in the right area.  There's a fallen tree that you can walk under (and maybe across, I'm not sure) in this area, as well as one treasure chest if not more.  If you run southeast from the north exit to the Forgotten City, the cave should come into view.  But again, you can't reach it.
 
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oh... damn i still cant remember lol but anywayz i guess it was all bs then lol  :-P
 
the northern crater in disk three could be a good place, multiple places in there that would be nice to place a super boss in, but with lack of save spots, that can be a bad thing (or use up the save crystal near the super boss, to make things easier). the back of the forest opened by killing ultimate weapon (where you find the (i think... been a while) apocalypse for cloud), placing it in the end area there could be nice, but requiring you to trek back through the forest.

it also depends on what your ultimate enemy will be... if it is humanoid, you could have it easily fit into towns and such (create an npc that is actually the enemy), then you could do things like place it in the back of wall market, or in the center of kalm, since there is already a quest dealing with kalm. if it were to be something big (like a recreated omega weapon or something) it would need plenty of room, and unless it were to attack a city, then it wouldn't really fit in too well.

a mako created enemy could fit into mt. nibel, possibly in the reactor itself if you can reenter it later in the game, or just somewhere in the surrounding caverns. if you could make it so that the area where aerith was killed was accessible after doing something (possibly a side quest, or just making it able to be accessed at any time after that event (early game ultimate boss possible O_o)), then that little place could be a great spot for the fight, an ancient monster coming out to play. there are many possibilities, but i need to know the type of monster first, and what you are capable of doing >:D.

making the materia accessible earlier can be good and bad, especially since the places are all available at the end of the first disk since chocobo breeding is open then (i think it starts end of disk one, before the second... i have to check on that).having the end game materia possible early on isn't entirely a good thing. i don't know what all is doable with the battle square, but would you be able to add the materia as rewards from there, which are only available on disk two/three (whenever you think it is the best time to have them), and are only able to be gotten one time (like omnislash). this could also be done with the gp (i think?) from the game corner (or whatever it is called with the minigames >_>), but since the guy at the entrance sells gp, it could be done pretty easily if you have the funds, though it could still be worth it if the battle square isn't as easily done.

it would be really nice if enemies could drop materia, but since that isn't done as easily (can be if you edit the field files for enemies that appear on the field, like boss battles and such, or create monster-in-a-box fights which give the materia when opened/enemy defeated, but making the enemy unable to be fled from), it is probably better to do it another way.
It will most likely be a huge enemy, with some goons, but I also thought that the place where it is triggered matters. I can pretty much make whatever I want (not 3d models though, I'll use a prev made model and alter it). What I find most fun is making AIs. But I have to think of where to trigger it 1st.

And, yeah, reward for beating the ultimate monster is simply a trophy. I find it stupid in rpgs when you win an ultimate item for defeating the ultimate enemy. Now that item would be a great help defeating this enemy, and now that it is dead, with no more challenges, what do you need it for?
 
ok I made some new vids. Hmmm do this forum support embed youtube video into a post? guess not.

Well here are the links, though the quality of the vids suffered heavily when I uploaded. Sorry 'bout that.

Vid1

Vid2

EDIT: Forget it. The quality sucked after I uploaded 'em. I'll need to record 'em again.
 
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im currently trying to figure out some of the unknown variables in the ai, specifically the drop/steal items and the stolen flag, so that my ai can be even more customizable :P. i did manage to find something i can use as a temporary replacement though, and that is the set of flags/variables that i found for the gil/item returned by an enemy (such as the vice) that can steal from you, where the reward is given to you upon their death (dialogue box shows your reward).

if i can't find the steal/drop items/rates through ai, then this would be a good secondary thing, as you can still create a random chance of receiving the item, though their regular items could still drop as well, and possibly create a second steal item by doing the same thing, but checking for steal/mug/steal as well effect or such, using a random chance, and turning off/on the dead unit flag (which may or may not trigger the item to be given, not quite sure, as i have done little testing on these, other than to pinpoint their location) to give the item.

probably hard to understand my rambling (i do that a lot  :wink:), but here are the variables to use for each:
4280 - the gil variable, up to 65535 given, two bytes
4290 - item given back, 0-127 is items, 128-255 is weapons, 256-287 armor, and 288-320 is accessories, materia can not be gotten from what i have seen (some over 320 can cause it to crash, others give a bugged item)

these should be a good find for any ai edited mod, as there is more freedom with items, essentially allowing there to be any item dropped. i am trying as hard as possible to find the drop/steal items/rates, but so far it isn't going too well... but i will keep trying anyway :P.

i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.
 
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chocoboweaponir4.jpg

 :lol:
 
i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.
I'm against that idea.  It takes some strategy out of the game and reduces the usefulness of ranged weapons as well as the Long Range materia.  The game is more fun with more options available to you throughout.

As for a new superboss dude, I was going to suggest making a dragon larger in size, coloring it dark grey and calling it Tiamat... but Chocobo Weapon works too!
 
I personally feel that if Chocobo Weapon is to be implemented into the game, he should be impossible to beat.  After you deal out X damage to him he immediately destroys your party  AND ERASES ALL YOUR SAVES!!!
 
i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.
I'm against that idea.  It takes some strategy out of the game and reduces the usefulness of ranged weapons as well as the Long Range materia.  The game is more fun with more options available to you throughout.

As for a new superboss dude, I was going to suggest making a dragon larger in size, coloring it dark grey and calling it Tiamat... but Chocobo Weapon works too!
it could at least be used in more than the ~10 that it is normally used in... maybe making all battle arena/square fights like that. it seems underused to me at least... it wouldn't have to be against every encounter, though ranged weapons would still be needed, since enemies keep their rows the same, only your back row is prevented, and flying enemies (row 16... unreachable by short range attacks) would still have use for ranged weapons/LR materia, but i do see your point.
 
I personally feel that if Chocobo Weapon is to be implemented into the game, he should be impossible to beat.  After you deal out X damage to him he immediately destroys your party  AND ERASES ALL YOUR SAVES!!!
lol I think that's going a bit too far.

I think Chocobo Weapon should have Deathblow!!, Fat-Chocobo, Chocobuckle, Confu, Haste, and (just for the surprise) Ultima.
Just to be clear, I'm not serious about having Chocobo Weapon in the game.
 
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