Taylor_778

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About Taylor_778

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  • Favorite Games
    FFT, Ogre Battle
  1. Nice. Giving out Tarot cards does kinda sound like a holy thing that temples would specialize in.
  2. I liked the enemies starting on the towns. Get right into the action instead of waiting for them to come from the base. Can they be made to stay and guard the town sometimes instead of eventually moving toward the player base? With all the incentives for needing to liberate towns its not like the player would want to just skip over them. Towns with a tough guarding unit could be given more armaments? The liberation money was good but yeah, money seemed high. Not sure if it should be reduced or the end stage money. Or it can let you make the enemy a little tougher knowing the player will have access to more money and healing. I didn't need to use the temple healing but that looked good in your video. Especially being able to top someone up for 1k instead of blowing a whole cure for example. I'll get a lot more use of it than the old revive they used to do. The 3 tarot card limit per battle was a nice touch. I'd like to see it even be set to 1. Make me think about if I fry these guys with Magician to soften them up am I going to be ok not being able to heal with Priestess.
  3. Glad to get to play this again! I definitely like the supply system over just deploying all your units to start. Armaments looks good too and having elements play more of a roll now that you can see them in the status screen would be cool. Not much to say about the combat. Being an introductory stage it's pretty easy but that's cool. Could maybe give some units a couple more armaments since they don't have a full squad.
  4. Is Guardian Force working as intended? When the enemy is supposed to hit my first unit for 100 it does 50 and the knight only takes 25. Should they both take 50?
  5. Voltare joined my party as a knight with divine magic and the heal spell learned but he can't cast it. Something wrong there?
  6. I was able to beat it so I can say that it is possible.
  7. Wow, all the best with the Atlus gig. Looking forward to trying out these changes whenever you get around to it.
  8. Just wondering if development for this mod is going to be switching to here now that ID is gone?
  9. Looks like great changes. Stopping Exp gain at 1 or 2 levels above enemy level might further discourage the use of just a few death squads?
  10. Alright, made it back to where I was in Chapter 5. Here's the first new battle I hadn't seen yet. Switching back to my anything goes save. Murond Temple Part 2 and 3. Chapter 5 Goug Slums Ch. 5 Zigolis Swamp
  11. How does Mind Shield work?
  12. Great. Thanks!
  13. Can't seem to start the 2nd battle at Limberry after I beat Celia and Lede at the gate. Never had this issue before. Something wrong on my end?
  14. Ah, that sucks. Would be nice to get some more use out of all the items in the game with the monsters using some too. Damn technology! Here's a couple battle ideas you could look at if wanted.
  15. For years I’ve told myself that I want to make an FFT mod but it’s such a big undertaking and I’m not much for the technical stuff like ASM, so I just have fun playing them! I brainstormed a few ideas for you. Feel free to use all, part or none of them as you see fit. It’s easy enough for me to throw ideas out there but you have to worry about balancing your mod on the whole. New Ch. 5 enemy Are you looking to add new items? Random thought That’s enough of a wall of text for now. I’ll try and think up a new battle formation on the weekend. I have a few ideas.