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xenofears
Guest
Maybe just put the status box that pops up when you use a healing item on screen all the time?
OK so I'll begin with the scene and the kernel. Could you advise me by PM if you change something please ?It's unlikely that the scene or kernel will be changed from here on out, and if they are then it would be something minor like a base power change here or a flag there. One thing to watch for with translating the kernel though is the text compression; it's already at its limits as far as size goes so it'd be a good idea to save now and then, create back-ups, and quickly check for any text errors that might appear after each save.
I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;
It wouldn't have anywhere to go except for in front of the menu bar; the screen is already cramped.Maybe just put the status box that pops up when you use a healing item on screen all the time?
I'll go with the name change for the attacks and if I still get 'glitch' reports then Reflect is getting dropped from that Reactor altogether.I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?
Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"
I'll PM if I make any changes to those files; it might be best to stick with just the kernel for now though. I remembered I have a lot of changes still to make for the scene.bin.Sorry Sega but you didn't answer to my question. ^^'
It's related to something but best not to worry about it.Another question - while talking to the three lying guys at Corel Prison, some red message popped up, something about waiting for music or something like that, i don't remember (my memory sucks, lol) I assume it's some kind of hint, but I'm clueless about what it means. Is this some end game sidequest or should I try to figure out what it means right now?
I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.I have already a problem Sega. ^^' I can't open your kernel2.bin with teioh, how do you open it ?
Lost Number is just the same as before; he morphs into a physical or magic form depending on what type of damage you hit him with when hew went under Half HP. I've actually just got done with some enhancements to this boss; he's been bugging me since forever.Well, the Gi boss was as annoying this time as it was last time. Luckily, I now know the power of Morph. Get Bird Wings from Morphing those...Griffons I think it was right outside Cosmo Canyon and you can take out those Heavy Lights in one turn and also do some real big damage to Kattan. I only had one though so I backtracked all the way out of tGi Cave and CC to get one more. I also only survived with one character but a win is a win and I really hate that fight. Nothing on you SC, some fights are just like that.
I just beat the new Lost Number. I honestly didn't really figure out the fight, I'm afraid. Only Barret seemed to do any real damage after he got into his second phase. Cloud only ever did 1s, Cait Sith could do okay damage with Dice, but it was really all on Barret to needle him to death with Deathblows and Limits while Cloud and Cait Sith were pretty much only on healing duty.
Well, I've never found the way to change texts in Wall market, can you tell me please ?I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.
This, I think, is a really bad idea to have built into the mod for everyone. As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early. Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.This, I think, is a really bad idea to have built into the mod for everyone. As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early. Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.
I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.
A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to. This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
If you double-click the name of any item, spell, etc. in Wall Market then a text box should appear allowing you to change the Name and Description. Note that the 'save' function in this tool is called 'Create Kernel & Kernel2.bin'; the wording is a little different to what you'd normally expect.Well, I've never found the way to change texts in Wall market, can you tell me please ?
Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...
This, I think, is a really bad idea to have built into the mod for everyone. As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early. Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.
I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.
A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to. This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
The plan with the .EXE patch as far as Limits go is to lower base power but add effects like the previous one. The problem with the previous model though is that it lowered base power too much and left Limits underpowered. Off the top of my head, this is what I'd be looking to do for Cloud:Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.
And ultimately that's what I need to be focused on; I can sneak a bone in here or there for LLG players, but it can't be anything that would undermine a first-time normal playthrough.Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.
So far I am enjoying the mod.