°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1800e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb61f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb61f.html.zxптg^                    ╚ЕмЮЬOKtext/htmlISO-8859-1gzip8:╓ЮЬ        Tue, 10 Mar 2020 19:12:06 GMT0є░░ о0оPоАз▓Ёоотg^        M?ЮЬ Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1801
Pandora's Box / Re: Suggestions
« on: November 29, 2007, 11:39:45 AM »
I think the reason they had terra overpowered was to make you latch on to her more as a character immediately, and it makes sense that she can super power her armor more, or is more skiller or enlightened in the ways because of her natural magic abilities. still, Celes should be able to use them, as should kefka (I never figured out why he didn't ride them) and strago and relm prolly should too.

the problem was that magitek armor was such a gimmick, it'd be cool it it was used in more parts of the game, and you actually got to do more damage with them later rather than them being static but hopefully not have them be so overpowered in later parts. Maybe even an intense fight with magitek armor that takes a lot of skill, like a super boss.
Magitek isn't the overpowered skill you're thinking it is, you'd do more damage to that boss with weapons and normal magic than you would with the armor unless it was very early in the game.

so it would be impossible to have a chocobo funtion like magitek armor? I suppose it would be impossible to have different moves eh, and that would be lame. ah well.
I have no idea.

has anyone tried making edgar's pallete blue and yellow like it supposedly is supposed to be?
He's been blue and yellow for a long time now. Take a look at the right half of the omghax smiley. :omghax:

Edgar, along with a few other characters, are actually getting additional changes to look more like the concept art/SD manual artwork.

1802
Pandora's Box / Re: Suggestions
« on: November 29, 2007, 11:05:12 AM »
X-fer was replaced by Life Force, which I think everyone can agree is a whole lot more useful. Confuser was replaced by Magitek Barrier, which sets protect and shell status.


1803
Pandora's Box / Re: Suggestions
« on: November 29, 2007, 10:20:22 AM »
It would be nice if everyone else has one of Terra's advanced M-Tek options...
They do, it was one of the first hacks I did for this project.

Huh? Isn't Bio Blaster relatively weak to begin with? Its usefulness drops off pretty quickly (not that Poison status isn't effective)... are you sure you don't mean Noise Blaster? That's literally almost overpowered for most of the game.
Magitek Bio Blaster, not the tool. It kills everything not immune to poison in one shot and everyone has access to it now.

1804
Pandora's Box / Re: Videos
« on: November 29, 2007, 10:13:58 AM »
I think SE was actually spying on us while they were developing FF6 Advance, several things we added ended up making it into that. Just remember, they ripped us off, not the other way around. :wink:

1805
Pandora's Box / Re: Suggestions
« on: November 28, 2007, 08:55:28 PM »
ok, suppose you didn't create any new skills, but perhaps you could alter the ones that are there if there are any of them you find rather useless.
One of the first things I did was remove the useless skills. Bio Blaster may be nerfed before release but that's about the only change we'll be making to them.

also everyone would have to have the same magitek skills but perhaps their stats could influence them so that different characters with different stats would be able to use different magitek skills more or less efficiently.
One of our earlier agreements was the no one should really be more or less skilled with the armor. We were confused by Terra getting better armor than anyone else.

and yes, I realize my ideas were outlandish, and never expected you to include a lot of them as they are impossible or too much work, but I just thought I'd shoot them out in case it inspired a reasonable, logical idea in the minds of people who actually know how to hack the game.
And they do, I've already gotten a few ideas I want to bring up to the rest of the team from them.

as far as finding out how to pull a world out of thin air, I'd take you up on it if I knew how, although I would figure that if I dug into FF5 enough it would have a solution what with underwater maps, and 3 world maps.
Considering everything we've done already, something that is still eluding us is either something complicated we haven't figured out yet, something simple we haven't looked at, or something we've looked and and decided it wouldn't be worth doing.

as far as not being able to speak about a hidden character, I understand, wouldn't want to ruin one of the potentially coolest secrets in the game. but I'll just keep shooting out ideas in case any of them are interesting.
Okay, just remember the character list has been finalized for months and if one of your suggestions ends up in the hack it was in a long time before you suggested it. :wink:

yeah as far as the esper at leo's grave, it doesn't have to be an esper, but putting something there would be neat, or even a DUNGEON underneath if you were really insane.
But wouldn't the characters have noticed a dungeon while they were buring him...?

as far as adding towns that is nearly impossible yes? but how hard is it to add areas onto existing locations?
Well, prior to sleepydude releasing his map editor it would have been pretty impossible. With it not so much, but there are still space limitatons and a few other things that make it incovient to do so.

what about additional spells from other FF games? are there any spell slots available in the game?
There are some new spells that replace old ones. Most of the older games' useful spells were already in FF6 though. Wall from FF7 made it in.

1806
Gaming Discussion / Re: Best Genesis games?
« on: November 28, 2007, 08:21:46 PM »
Okay, that's enough suggestions for now, I haven't even finished downloading half the ones listed in I.S.T.'s post. I'll give some very short reviews of what I've played so far:

Altered Beast: Only played for a few minutes, didn't really like it.
Castlevania Bloodlines: Already played this one before, not my favorite CV but a good one.
Comix Zone: I'm really enjoying this one but it doesn't run too good in jEnesisDS, I think I'll play through it in Fusion.
Contra Hard Corps: Seems better than any of the other Contras I've played but I suck at it just as bad. :sad:
Cool Spot: One of my friends rented this when it first came out and we really liked it, I'm not seeing the appeal now.
Golden Axe: Not nearly as good as I remember.
Rocket Knight Adventures: This is one of the ones I owned and forgot about it. I used to be pretty good at it, not so much now, need to practice.
Streets of Rage: I'm not usually a fan of this genre but this one seems good, I'm going to keep playing it.
Vectorman: This one's good, I unlocked it in Sonic Gems Collection.
Vectorman 2: Ditto.

1807
Pandora's Box / Re: Videos
« on: November 28, 2007, 08:08:27 PM »
about the first video, how did you know the line was removed? is there an original script somewhere online or was it just added in later remakes?
The game has a ton of dummied out lines. I was going to link you to The Loser Club but the link seems to be unclickable, I guess Djibriel is giving the page an update again or something. Check here later and see if it comes back up:
http://tenchinohoukai.cavesofnarshe.com/

also, is the flash screen and title screen done yet or at least a WIP? it'd be great to see a vid of that, also are you going to have any different music for the title just to set the mood? since you know a guy who is a wiz with sound hacking and all.
Splash screen. :wink:
And yes, it's done, we may add a few things to it but for the most part it's been done since before the demo (Demo got a special FF6 Advance inspired splashscreen). Only major change I've made to it has been updating the hack name. It doesn't play music, I wouldn't even want to attempt to since (I think) the SPC core isn't even loaded at that time.

1808
Pandora's Box / Re: Suggestions
« on: November 28, 2007, 08:00:43 PM »
I had a nice long reply typed to your initial post and Firefox crashed previewing it. :angry:

Let's try this again:

OK, how about mog having more moves in the dances, or more variation, it always felt like an underdeveloped skill.
It's not really possible to give him additional moves, we're out of skills. Additional dances may be possible but they'd have to reuse the same moves as the others, kind of pointless I think.

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being able to access all terrains in both worlds at any time. Maybe even have a dungeon that is an "air dungion" or a "water dungion"
Just to let you know, there's no such thing as an air terrain, air and grasslands are the same thing in this game. That said, if we add any dungeons I'll probably go out of my way to add a water area.

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how about making the chocobo useful? or having a chocobo that you can acquire. There really should be more chocobo stuff, chocobo battle (like magitek battle) would be awesome, you could just modify the magitek armor code and add different moves right? it could even tie into the character that used them. perhaps bring in the black chocobo?
...I don't think so. :tongue:

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alteration of the magitek armor so that each character's moves and stats affect how it is with them instead of making them all the same.
Same problem as dances, giving each character their own list would be possible but making new skills isn't.

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perhaps a place where you can go and have magitek/chocobo battles so they aren't just a one time thing during story events, maybe you could acquire one in certain locations, or put it in the Colosseum.
I think we were planning on doing something with the armor in South Figaro but I can't remember what anymore.

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Maybe allow you to keep the raft that Cid built just for kicks. Basically more map "vehicles" or not, it's just a random fun idea, you guys really do need to elaborate on what happens to Cid if he lives. Perhaps he could help you later on, of have some sub quest involving him, or him making some item or weapon for you, maybe even an ultimate weapon for Celes, I don't know.
But the raft isn't actually a vehicle, it's just a sprite tied to a single event. I doubt it would be possible to create a new vehicle that could only move in water, since as far as I know water in this game is just flagged as unwalkable and nothing else.

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how about that open character slot? plan on adding a character? Biggs? Wedge? Phantom? Banon? Leo's Spirit? you could even do a cool scene where a character absorbs the spirit of Leo and is able to shock, or use paladin/ Seiken [holy sword aka beatrix in FF9] techs. now I'm just going crazy.
I'm not at liberty to discuss any new character(s) if they exist.

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the item trading sounded interesting, reminds me of Evermore. (that was a good part of Evermore)
yeah, just being about to access all terrains is a biggie I think.
Leno pretty much shot that one down already in his reply to JCE.

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are there any bow weapons it the game? how about bow weapons, or bow and arrow weapons, are their other weapons like this from past FF games that aren't in FFVI? whip? certain kinds of staffs/rods? I can't remember about axe either, man I haven't played this game in awhile.
The only bow is Edgar's autocrossbow, no whips (Flails are similar though, in fact I added two elemental flails inspired by the two elemental whips in FF4/FF5), no axes. Lots of rods, no staves oddly enough, all off FF6's rods used the staff icon originally.

more towns? OK, so Narche is a city state, Figaro is a kingdom, Doma is a kingdom, and the Empire is a kingdom, or empire I suppose (does it have a name, the Empire of Ghastal? Empire of Vector?)
Adding a whole new town is a lot of work, we're not even confident in our ability to add a new dungeon yet, and everything currently has to replace something else since we don't know how to add additional maps.

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perhaps Doma could use it's own town since it is a kingdom and all other kingdoms have their own towns, if it's impossible to add another town to the map you could always just expand the map of Doma Castle to have a town in front of it a la Vector.
I always figured Doma had a town inside of it and you just didn't see all that much of it like Fabul in FF4.

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-- Kappa the imp,
No.

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-- another moogle with another ability, maybe try to make a stiltzkin sprite,
No, we looked into the possibility of adding more playable sprites and decided it would be too much work.

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-- a chocobo AS a playable character ( it could just be normal but you could also include [regular character] + [chocobo character] techs a la chrono trigger)
You're not serious about this, are you? I sure hope not...

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-- Siegfried - the elite western swordsman or knight (as Cyan is more of an eastern swordsman, or samurai)
Doesn't have a full set of playable sprites.

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-- Lone Wolf - just his own entity, or perhaps shadow's old friend gone wolf, there could be a sidequest and a revealing of his and shadow's past as Clyde you could even play a flashback sequence like Cyan's Nightmare.
Ditto.

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-- Daryl - she could be an engineer, a further option would be her be able to summon airship cannon support (a la FFIII?) you could even equip the airship with different weapons with a new menu or alternatively just have it based on her weapons and stats
And again.

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you could put an esper at Leo's gravesite, like Alexander, something fitting.
All of our espers already have homes, but I won't rule this one out.

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you could have the Esper Realm be available to travel back and forth to in the WoR after a side quest. It could even have it's own map, and possible caves or quests. the espers are like summoning tribes in other FF games. you could have special shops, a sub Colosseum, or synthesis shop in the esper realm that was a sort of secret location like the library in FF9
Sure, we'll do that, if you  can figure out how to add another world, make all the maps for us, code the events, and write the dialogue for us, that is. :tongue:

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your chocobo could become a dragon or shiryuu in the esper realm and this is how you could travel seeing as you wouldn't be able to fit your airship into the esper realm.
The esper realm kind of floated out of the earth and eventually crashed back into it, remember?

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you could even make slight references to the esper realm or the moon in FF4 and the city of illusion or the void in ff5
We've already got a reverse FF4 reference in there. Kind of needed it to explain why it took the espers 20 goddamn years to launch a counter attack on the empire.

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again, having all the weapon types for other games would be neat.
I can't rule this out, as it probably wouldn't be too hard to just overwrite some other weapon graphics to add them. How many different swords do we really need? The item list is pretty much finalized now though.

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I understand 90% of this is completely over the top, but I just want to feed you guys ideas.
Playable chocobos = bad.

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what about the multiplayer idea of having two menus go at once and allowing two players to control their characters simultaneously.
I have no idea how the game would handle two people controlling it at the same time, my guess is it'll explode. :whoa:

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also it is possible to have  a smaller font for enemy names so that they don't have to be cut off or abbreviated?
Nope, you're getting dangerously close to the VWF minefield again, better turn back while you still can. We have a whole new layout planned for battles that will allow large enemy names, so don't worry about abbreviations. Also, even if we did have to keep the current layout Leno and I came up with our own set of names that fit the limit pretty good.

1809
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: November 28, 2007, 02:19:31 PM »

1810
Gaming Discussion / Re: Final Fantasy Prototype
« on: November 28, 2007, 01:09:53 PM »
Yeah, you're allowed, you just can't link directly to piracy-related things here. Sites are fine, files aren't. :wink:

1811
Gaming Discussion / Re: Final Fantasy Prototype
« on: November 28, 2007, 11:39:18 AM »
This reminds me of something. A few days ago, a beta copy of the first two discs of FF9 came out. They're near final copies, and for some lame reason the people who are giving it out are not saying what the changes are... They included screenshots of the discs, so I don't think it's fake.

I heard about that, I didn't know they were going to release it publicly though, I may have to download that. PM me a link if you have one.

1812
Gaming Discussion / Final Fantasy Prototype
« on: November 27, 2007, 02:04:57 PM »
Stumbled onto this last night while looking for something entirely different, I'm surprised I missed it before:

http://www.digitpress.com/forum/showthread.php?t=92562

I'm half tempted to register there and ask the guy for the rest of the name changes. We don't need the prototype ROM, we can just make one ourselves, I've already got every change he shows in a copy of FF1.

1813
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: November 27, 2007, 12:25:15 PM »
The DS is more than powerful enough for a FF6 remake if it can handle FF4. Remember FF4 is actually a lot more complicated, larger battle formations, more characters in the party, faster battles, etc. Since it's not out yet I can't say how well it'll actually play, but if it plays smoothly I can guarantee they could do FF6 on the same engine and have it come out perfect.

1814
Pandora's Box / Re: Suggestions
« on: November 27, 2007, 12:06:17 PM »
How's the Colliseum working out?  Got any info on what's changed?  I can't remember if i suggested an overhaul within the last 3 forums or not.

There has been a major change to how the coliseum works, it won't be anything like it was in the original.


And speaking of changing some character skills, is there a possibility to change Runic to not only absorb the MP but to have a % chance based on Magic Defense % to randomly reflect casted magic spell?

No. Leno already touched on this, but Runic is a purely defensive command. If it randomly reflected the spell back the command would be made even more useless in certain situations, what if you're fighting a monster the counters magic or absorbs their own spells?


Change Lore to randomly not cost any MP--formula based on Magic Power and or Stamina.

Not going to happen, blue magic is too useful to cost nothing.


Make Sketch actually useful?  Maybe say if she successfully sketches a monster and casts a normal learnable magic spell it gives her an extra magic point or % increase in learning said spell?

Sketch is being worked on, I do like the idea of being able to learn magic by using it.


Have one of Shadow's retort dog actions be replaced by a random Throw or a regular attack.

The whole point is the dog is protecting him, getting pissed off, and attacking. A random attack wouldn't make any sense and I certainly wouldn't want a random throw.


Remove "Summon" battle command and create "Geomancy" where the character of choice who has this skill--whether it be naturally obtained or through an item--can cast a random enemy skill/spell that doesn't make the character Berserk but it costs MP.

You want to remove the MP cost for blue magic but give it to terrain magic, which has traditionally always been an MP free command? Dance is FF6's equivalent of terrain magic, it's even been enhanced so you can use any of your skills anywhere.


Increase the ability to have more than 99 items.

I don't like this idea, there's no point to it, where is the new cutoff? 255 is a meaningless number to someone not familiar with how much a single byte can hold.


Create random "air" battle formations for when you are flying the Enterprise and or Falcon.

No. No! No! I do not want random battles while I'm on the airship, FF3 had them and they sucked.


Reduce the number of Chocobo stables, or increase the price significantly.

Chocobos are already too expensive to be worth using.


Create "item quest" NPCs.  For example create some random NPC in Mobliz that asks if you have or can find "x" item and if you bring it to them they will give you "y" item.  This would be a good way to distribute some rare and or powerful stuff.

We tend to come up with more creative ways to hide the good stuff. That said, there's already going to be one "quest" like this, but I haven't brought it up to the team in a while and I think they've forgotten about it.


Item exchange NPC.  Give the NPC 3 Tonics and get 1 Potion.  Give 4 Tinctures to get 1 Ether.  Give 2 X-Potions and 2 Ethers to get 1 Elixir.  You get the idea.

This is a good idea but there's a reason why it wouldn't be too useful, I can't say any more than that right now though.


Expand the Colliseum to its own large island with its own mini town/village and shops.

I'd rather not. If we add shops they'll be inside the existing coliseum.


Create a monster rancher NPC that can allow the party to fight WoB formations that people might miss the first time through--IE Intangir etc.

Not a bad idea but we're already trying to be better about those "one time only" battles.


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Create a variation of the game that has MP as a dependency. Treat 0 MP to instant death (a variation on the enemy attribute) on your own characters (it makes Rasp/Osmose more threatening in this game). Revival by Phoenix Downs will install a countdown timer until the target has at minimum 1 MP (make Osmose behave like FF4 at 0 MP) or dies automatically if MP is not recovered. Life1 will restore a sane amount of MP (10-15%), Life2 will restore 25-50%, and Life3 will restore 15-25%... Economizer must be removed or changed into something like the Regen Ring, except for MP... there are probably other things that need to be factored in properly (I can't think of them offhand...)

I don't like this at all, I'd rather be traditional, running out of HP is the only thing that should be able to disable a character entirely. I wouldn't mind this for esper Terra, since she's supposed to be a magic creature like the ones that can die from MP loss already, but not for every characters, especially when only a few party members would be vulnrable to it.


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How about allowing Lore in the Tower of Fanatics (including enemies to be able to cast said magic to be a true magic tower)?

The way the Cultists' Tower works has been completely overhauled and lore will be usable there.


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Should be optional/togglable IMO... but there should be more "water" battles  so Water Rondo is possible (think FF6A's Leviathan).

Water Rondo is probably the strongest of the Dances, but gets underused. Although, dancing on non-native grounds should have a greater chance of succeeding IMO (75-90% or something like that)

This makes more sense than the air battle suggestion, since water battles actually have their own dance. I can't think of any areas where we can add one (I don't want to just ripoff FF6a's battle) but we'll come up with something. If we can't we could always give to to Mog at the start of the WoR if he didn't already have it.


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Wouldn't there be a way to make this easier and rework it as the anti-Veldt instead? Once the Veldt encounter list is complete, fight Gigantos (the dummied out supposedly anti-Gau boss)! It seems to be just some reworked logic of how the Veldt works...

I'm not even sure if Gigantos exists anymore, we made a lot of cuts to get newer, better monsters in.

1815
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: November 26, 2007, 04:23:48 PM »
Completely off-topic but FF4 runs pretty good in the newest alpha version of SNEmulDS until you access the menu, which currently displays garbage. If it wasn't for the menu problems the game would be perfect, it doesn't seem to have any of the tile priority issues most SNES games have. It does have sprite priority issues but I seem to recall reading that those would be corrected (for all games) in an upcoming version.