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Poll

What should I add next?

More magic.
More summons.
More encounters.
More civs.
Usable Mognet.
More loot! (Loot's already in for some monsters.)
Nothing, your mod's epic as it is right now.

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Author Topic: [DF 34.11] Final Fantasy Mod v1.2  (Read 73711 times)

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #150 on: November 26, 2011, 08:09:06 am »

Yeah. Some of them have skill in weapons (i.e Gilgamesh.) added.  Some have the tags kept because they are inorganic or undead, and some tags were kept to keep the pressure on the players (i.e you.)

Seriyu

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Re: Final Fantasy Mod
« Reply #151 on: November 26, 2011, 07:16:07 pm »

Well yeah, putting tags where they make sense is fine. Checking it out now, finally. :P

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #152 on: November 28, 2011, 10:39:08 am »

The magitek armor addition will be added this friday, and a special update 2 days after.

ShadowBroker

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Re: Final Fantasy Mod
« Reply #153 on: November 28, 2011, 10:59:09 am »

its worth the noting: did you set up any races to be able to use any of your new metals? i found me a nice deposit, found it not on the smelter list, then checked the entity raws and its not a permitted reaction. i dont even think your new races can use it
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #154 on: November 29, 2011, 10:33:37 am »

Yes. I did. How....

ShadowBroker

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Re: Final Fantasy Mod
« Reply #155 on: November 29, 2011, 12:40:51 pm »

ill reload the mod, on the off chance im using an unupdated version
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

Guylock

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Re: Final Fantasy Mod
« Reply #156 on: November 29, 2011, 08:40:45 pm »

I have a suggestion..

Shouldn't the Summons aka Espers be the semi megabeasts;
while the mega beasts are the WEAPONS? and the LAST BOSES?

Just an idea cause those 2 groups are usually really strong or extremely strong...
As for sin, he's already a last boss due to Jecht being him, etc..

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ShadowBroker

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Re: Final Fantasy Mod
« Reply #157 on: November 29, 2011, 10:24:35 pm »

thats just splitting hairs at that point. :P in that case it would boil down to what raw folder they are in, as their attack requirements are each a bit different i believe. each one is more than a match for a fort, so why let it bother you wether they are classified as semi versus full?
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #158 on: November 30, 2011, 03:35:17 am »

It doesnt really matter, seeing as summons are powerful enough to destroy whole cities. And anyway, Sin will kill your fort anyway, so why does it matter so much?

Guylock

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Re: Final Fantasy Mod
« Reply #159 on: November 30, 2011, 04:38:01 am »

Just spilling out an idea is all...
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IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #160 on: December 01, 2011, 02:53:49 pm »

Hm...shold I make magitek armour a civ? Possibly a better alternative to the weakling goblins and kobolds we get normally.

ShadowBroker

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Re: Final Fantasy Mod
« Reply #161 on: December 01, 2011, 06:11:44 pm »

id leave it up to a vote. but it seems that they would be more than a match for any fort. i dont think theres any way to control the size of sieges because it seems like it would get very out of hand, fast
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

D_E

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Re: Final Fantasy Mod
« Reply #162 on: December 02, 2011, 12:11:50 am »

Make an Empire civ, and make Magitek armor a less-common (1 in 10? 1 in 20?) caste, alongside the regular army troops etc.  Magitek also leaves its pilot exposed, so they wouldn't even be that much harder to kill than regular soldiers.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

ShadowBroker

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Re: Final Fantasy Mod
« Reply #163 on: December 02, 2011, 03:47:45 pm »

Make an Empire civ, and make Magitek armor a less-common (1 in 10? 1 in 20?) caste, alongside the regular army troops etc.  Magitek also leaves its pilot exposed, so they wouldn't even be that much harder to kill than regular soldiers.
that would be true. if you can target the pilot. the way this would work out is the magitek armor would be civ specific mounts. and once you kill the rider you still have to deal with the mount, ya know?
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #164 on: December 03, 2011, 06:43:31 pm »

Hm..
Experimenting with new thought parts.
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