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Messages - Deathlike2

2116
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 03:26:10 PM »
[spoiler]
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It's more broken in battle than outside of battle because of use and repetition (then again, I would've normally whined about it.. I did think about it for a bit though). For monsters to use it though, that would be annoying but at least that's counterable...

Ok well I think by the time you can afford to repeatedly cast L8 spells your party will probably be strong enough that you won't need to be repeatedly casting HEL4.

Well, Cur4 isn't joined at the hip with Hel4, which is why disabling this outside of battle doesn't really impact it that much IMO.

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No monsters can can cast it (or Cur4).

If you add it to a monster's battle script, it would be a lot more interesting...

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I thought a lot of the original spells were defined moreso on hit rate.. like Slow vs Slo2 and Slep vs Slp2, etc.

Sure. And Lock is the same way. The higher level Lock spells both give higher evade penalties and work more often (higher hit rate). However even Lok4 can be evaded, but all the Invs spells always work.

Yea.. but the fasincination with the spell since FF:DOS is to neuter high evasion monsters.. although I don't remember a lot in the original to begin with... so meh.

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Fst2 is built to a non-fighting character... the Black Mage benefits a little more, and the Staff weapon for mages seems to be the crap of the weapons (I haven't gotten far enough, but that's my observation). Even the White Mage gets da' hammer and doesn't even get this spell. Maybe it's just me, but even the easily solo targetable Fast is worth more than Fst2. The only way of balancing this aka neutering Fast is by making it self targeted so that the Time Mage is a little more important.. although I think you need to give the Time Mage an alternate weapon to play with as a bonus. Also.. you could make 3 versions of this spell... a level 6 version that is targetable.

Err... Fst2 works on the whole party. I assume you wouldn't make a party out of all time mages and black mages, and even if you do, well, I don't mind there being some spells that are junk for that specific kind of party. However, you will usually have more than one fighting character. The idea is that, say in a boss fight, instead of wasting four turns Fast-ing everyone you simply go Fst2!! In a party like Monk, Viking, Knight, Time Mage, that spell would be the bomb!

Now I can certainly see an argument that maybe it should be lower level but to say that "Fast is worth more than Fst2" when it is clearly strictly worse in every way makes no sense...

Let me put it this way. What actually distinguishes the physical power of the Time Mage and the Sage? Absolutely nothing as far as I can tell (I could be wrong, I don't know what the Sage's starting stats are). However, the Sage has uber heal+attack magic at its disposal. The Time Mage is not intended to be that I presume, but White/Black Mage is impacted more by Fast than the Time Mage... that makes no sense (The Time Mage should be on par with the White+Black Mages in terms of physical strength+weapon options). In addition, if you use a dual Dark Knight/Ninja combo (or one of each), the impact of the Time Mage is lessened a tad... not that it's a detriment, but Fst2 isn't that sexy an option...

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Also, yes the staff is intentionally the crap of the weapons.

As I suspected...

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Also, I think the Dark Knight is a bit superior to the Paladin. The Paladin's Holy weapons are probably going to benefit more towards the end, but the spell set will never beat the Dark Knight simply due to the existance of Fast. Perhaps upping one more White level could balance that out...

I dunno, I find the ability to cure and bring characters back to life to be pretty good... let alone the sheer number of undeads in this game makes Harm and Holy-elemental weapons the bees knees. The Paladin also gets more HP... if anything I'd be more worried about the opposite situation.

I'll see, maybe I'm seeing this wrong. I just know that the original Knight (the upgraded Fighter) had enough irrelevent magic to be useless in that department. Completing the Anti-elemental set plus Pure would've been perfect (in the original game I mean).. I kinda see the same for the Paladin, but I'll have to see that in playing this.
[/spoiler]

2117
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 02:05:29 PM »
Reply to spoiler section in spoiler section:

[spoiler]
Hel4 could possibly be the most overpowered thing ever...

You might be right. Like I said, I haven't really done much testing at that level but I do see the potential for brokenness with that one.

I'm not sure if this makes much of a difference but I made a mistake in the PM I sent you. HEL4 cannot be used outside of battle...

It's more broken in battle than outside of battle because of use and repetition (then again, I would've normally whined about it.. I did think about it for a bit though). For monsters to use it though, that would be annoying but at least that's counterable...

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Also, I don't see how much different that a higher level Inv4 does than a slightly lower leveled Inv3... it would endorse the Ninja a bit more than the Time Mage. Lok3 and Lok4 doesn't have the same issue that I can see...

Yeah... to be honest the primary motivations for making Inv4 were mostly to do with consistency... and the fact that I couldn't really think of any other useful effects to give to white-time. The curve of how much evade  you get from Invs is not as steep as the curve of how much evade Lock takes away because Lock spells are subject to magic defense and could miss whereas Invs is not and hence always works.

I thought a lot of the original spells were defined moreso on hit rate.. like Slow vs Slo2 and Slep vs Slp2, etc.

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The same could be said for Fst2 (shouldn't you be using Haste or "Hst" instead of the old FF1 spelling?.. then again name nostalgia is creeping up on me)... the Time Mage seems to be let down further (unless the Masamune is left intact).. much more than the Black Mage to an extent...

I think you're right about the naming thing. Since I went back on most of the other names (flare, holy, death, etc) I probably should for consistency's sake use haste instead of fast.

The other part I'm not quite sure what you're saying... do you think Fst2 is underpowered?

Fst2 is built to a non-fighting character... the Black Mage benefits a little more, and the Staff weapon for mages seems to be the crap of the weapons (I haven't gotten far enough, but that's my observation). Even the White Mage gets da' hammer and doesn't even get this spell. Maybe it's just me, but even the easily solo targetable Fast is worth more than Fst2. The only way of balancing this aka neutering Fast is by making it self targeted so that the Time Mage is a little more important.. although I think you need to give the Time Mage an alternate weapon to play with as a bonus. Also.. you could make 3 versions of this spell... a level 6 version that is targetable.

Also, I think the Dark Knight is a bit superior to the Paladin. The Paladin's Holy weapons are probably going to benefit more towards the end, but the spell set will never beat the Dark Knight simply due to the existance of Fast. Perhaps upping one more White level could balance that out...
[/spoiler]

2118
Game Modification Station / Re: (Another) FF1 Hack
« on: June 13, 2008, 11:17:10 AM »
IIRC, I believe Grond uses those spells in his hack. I guess you could ask him.

Thanks, I think I will.

Edit: Ok one slight problem... does anyone know how to contact him? The only email address I could find for him bounced...

I remember contacting the guy once to complementing his hack and I got a response. The e-mail addy is in his readme for his hacks IIRC.. and he does have a website too...

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Hmm.. if Warp/Exit were used as alternative Death spells, that would've been interesting.

That would be kinda cool. I don't like having no-op spells in battle so I might just do that. They probably wouldn't be as good as an instant death spell would normally be on their level because they have other uses. The instant death option would be just sort of a random bonus.

Well, you did make one elemental based, so it's not out of the question... well, making them do something than do nothing is always a preferable thing (heck, making either deal some damage wouldn't be out of the question either...

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Also, making the Soft spell inflict Break/Stone status would've been a nice touch. (Then again, those are the kind of spells I would change, in addition to Fear....)

Interesting idea... although if I do the warp/exit thing and make soft effectively into break I'm wondering if the game might get overloaded with instant death effects...

What's wrong with fear?

Actually, nothing (not yet anyways).

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Maybe it's just me, but I feel a little underwhelmed by the L7/L8 magic... I could be wrong.

Well I have to admit that I haven't done anywhere near enough testing of the late game so your intuitions could be totally correct but from what I have done I haven't felt that way... and they seem fine on paper at least to me... but certainly let me know if you get that far and discover there are some spells that are just worthless.

Well, here's a thought...

[spoiler]Hel4 could possibly be the most overpowered thing ever...

Also, I don't see how much different that a higher level Inv4 does than a slightly lower leveled Inv3... it would endorse the Ninja a bit more than the Time Mage. Lok3 and Lok4 doesn't have the same issue that I can see...

The same could be said for Fst2 (shouldn't you be using Haste or "Hst" instead of the old FF1 spelling?.. then again name nostalgia is creeping up on me)... the Time Mage seems to be let down further (unless the Masamune is left intact).. much more than the Black Mage to an extent...
[/spoiler]

2119
Game Modification Station / Re: (Another) FF1 Hack
« on: June 12, 2008, 05:12:49 PM »
IIRC, I believe Grond uses those spells in his hack. I guess you could ask him.

Hmm.. if Warp/Exit were used as alternative Death spells, that would've been interesting. Also, making the Soft spell inflict Break/Stone status would've been a nice touch. (Then again, those are the kind of spells I would change, in addition to Fear....)

Maybe it's just me, but I feel a little underwhelmed by the L7/L8 magic... I could be wrong.

2120
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 12, 2008, 03:58:42 PM »
This is what I see:


See the portion that says "Post New Poll"? It seems to be missing a picture.

2121
General Discussion / Re: Hooray failing hardware!
« on: June 12, 2008, 01:59:05 PM »
They are designed for OEMs to force you to pay them to fix this crap. They really don't want you to succeed there.

2122
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 12, 2008, 01:57:37 PM »
When you try to create a new thread, there's a section where you try to create a poll. There seems to be something missing icon/picture in that area.

2123
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 12, 2008, 01:43:24 PM »
I'm talking of the default theme.

2124
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 12, 2008, 04:01:36 AM »
Is there supposed to be a picture that goes with a poll thread? It seems to be missing or something...

2125
This serves as a confirmation, if this info wasn't obvious already.

The Lightbringer's attached Holy spell uses the Spirit stat of the character wielding it... the same is true for the Fiery Hammer's attached Flare spell.. but that uses the Intelligence stat.

This implies the Lightbringer is much stronger than the Fiery Hammer, even though Flare has a higher spell power. Cid's Wisdom growth is rather weak in this department.

The spells that are cast from the weapon are treated as if the character used the spells themselves.

Technically, Cid would do much better if the Fiery Hammer casted Meteor.

Edit: The spell Tornado that comes from Abel's Lance is always successful when used, but I suspect that's a custom Tornado spell at work.

2126
Final Fantasy IV Research & Development / Re: FF2 v1.1 bugs fixed?!
« on: June 11, 2008, 06:57:32 PM »
Here's the obligatory bump.

I also want to point out that FF4ET's major bug fix is the weapon/shield dupe bug.

2127
I'd say its the animation itself is causing it.

Edit: I'll check on the basic spells (I won't do monster spells at the moment since I don't have the patience for it at the moment).

Spells that are affected:
Stop (green palette)
Death/Count (bloody red)
Drain/Osmose (green palette)
Blink (funky palette)
Shell (Protect's palette)
Sight (dunno what's causing that)
Charm (the bird looks a little different)
Break (orangey, from the little stuff at the end)

2128
My guess is that it is a bug. The Death spell has blood red trailing it, and apparently the game retains that palette. The Green is coming from the Reflect palette. I do think that uses some sort of transparancy in that spell graphics.

It is possible that the original graphics for the spell is what you seeing when reflected, and that the palette is simply not being applied.

2129
The only known spells that have funky spell palettes when reflected is Count/Death, Psych/Drain, and the mystery one is Sight.

Edit: Oh yeah, I forgot about Stop.

2130
General Discussion / Re: Hooray failing hardware!
« on: June 11, 2008, 04:28:28 PM »
Let's see.. I have a 14" Packard Bell monitor from the original computer that was bought 10+ years ago... which makes me want to go blind due to low res and flickering.

Then there's the Celeron I use to connect online (network is being routered through ICS and a switch).

There's also the P4 (the earliest versions) I have yet to put to use.

If I can only find the bag o' RAM with the cache stick (128k worth IIRC)...

Regarding your onboard sound, have you checked to see if that's trigged by jumpers? Usually older comps have more jumper use than BIOS options.