Users browsing this thread: 1 Guest(s)
Final Fantasy VI Randomizer

#21
Posts: 11
Threads: 1
Thanks Received: 1
Thanks Given: 0
Joined: Aug 2014
Reputation: 0
Status
None
Nice. Good luck!

BTW, I will be removing the Moogle Charm from the game, it's just WAY too good. Turns out when you can do all of Kefka's Tower without worrying about fights the end kind of becomes trivial.
  Find
Quote  

#22
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
How 'bout the omni Snow muffler?


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
  Find
Quote  

#23
Posts: 11
Threads: 1
Thanks Received: 1
Thanks Given: 0
Joined: Aug 2014
Reputation: 0
Status
None
I will probably randomize the Colosseum items, but that will also take a lot of work to get "right." It won't be in the next update, that's for sure. As is, I'm playing with the Snow Muffler right now, and it's hard to judge its impact since the Moogle Charm is so overwhelming.

EDIT: went ahead and released a new version of the randomizer. You can download it and view what changed here: https://ff6randomizer.codeplex.com/releases/view/129220
  Find
Quote  

#24
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Interesting, still in hope to see a monster randomization...

PS. so now charm bangle should be in the location of the moogle charm? too bad, it was funnier when my bro find inside the wall a master pug Laugh


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
  Find
Quote  

#25
Posts: 11
Threads: 1
Thanks Received: 1
Thanks Given: 0
Joined: Aug 2014
Reputation: 0
Status
None
Well, not exactly. Basically I took Moogle Charm out of that tier (for placed items) and put Charm Bangle in instead. The end result is that the Moogle Charm should never drop, and you can still find Master Pugs in that wall.
  Find
Quote  

#26
Posts: 11
Threads: 0
Thanks Received: 0
Thanks Given: 0
Joined: Aug 2009
Reputation: 0
Status
None
Removing Moogle Charm seems fine to me. It's a nice convenience item but does detract from the difficulty a lot. When I've tinkered with ROM hacks of this game I have always changed it so that there is no "no encounters" item, for similar reasons.

My planned visit to the Cave on the Veldt was interrupted by an ambush! This time, it was a normal part of the game--Doom Gaze. I usually don't fight him this early in the WoR so I was hoping he'd put up a fight. To some extent, he did. His Aero hit the party quite hard, and his L.5 death downed to characters right at the beginning. But he wasted too much of his time doing weak physical attacks for 300 or so against Edgar, and ultimately fell to a flurry of Bum Rushes. Also, I noticed that Mog randomly learned Pearl as natural magic. Cool. Bahamut only teaches Slow 2, at a terrible rate of x2. Not cool.

The Cave on the Veldt was full of Toe Cutters, like usual, but I managed to rescue Shadow with all ten toes still intact. One Bolt 3 to his face in the Colosseum and he's mine. Next I paid a visit to Mt. Zozo. Jeez, the encounter rate seemed really high there. But aside from having weirdly high evade, the enemies didn't put up much of a fight, including the Storm Dragon, which I expected more resistance from. But yeah, Bum Rush is just too strong. I decided to to the Phoenix Cave next.

I divided my party members as follows: Edgar (Bum Rusher No. 1), Mog (Physical Attack w/ Genji Glove and 2x Sniper), Cyan (Dancer, spent most of his time falling flat on his face), and Umaro (does Umaro-like things) made up one party, while Sabin (Bum Rusher No. 2), Shadow (Genji Glove w/ 2x Doom Darts & decent magic user), Terra (Rager, mostly using Rhyos), and Celes (strong magic user) made up party #2. Having my strongest party members divided did make things a little more difficult, especially with the unreliability of things like Rage, Dance, and Umaro factored in. In one battle an enemy cast X-Zone, killing three party members. Rather than do the dungeon the "right" way, I just walked over the spikes a lot. One thing that seemed odd was all the chests that are normally empty had stuff in them, but it was really bad stuff. It seems like "empty" just got randomized with early game items like Shurikens, Tonics, and Sleeping Bags. That makes sense a lot of the time, but doesn't seem fitting in the Phoenix Cave. A lot of item shops in the WoR have a similar problem, selling lots of early game weapons and armor, presumably because those are in the same tier as things like Antidotes and Softs. The Red Dragon didn't really do anything. He only lasted a couple of rounds with Sabin and Celes each hitting for 6000-8000 per turn. I also picked up two more Coin Tosses here, bringing my total to 8. I still don't have anyone with Slot, but I assume Gogo has it by process of elimination.

One more errand to run before finding out... we take Locke to Narshe. We pick up the Cursed Shield--might need to decurse this to get access to Ultima via the Paladin Shield. As for Ragnarok, I opt for the sword rather than gamble on an Esper with only one slot that could have ended up bad like Bahamut. I guess that also means no access to morphed items, which would be a more predictable source of items since it is presumably not randomized. But I wasn't planning on spending time morphing enemies anyway. That leaves three party members to collect: Gogo, Relm, and Strago.

Btw, I noticed that the guy in the airship who unequips party members doesn't unequip Umaro. This is probably a holdover from the regular game, where you can't modify his equipment. But it would be nice if it applied to him now that his equipment can be changed.
  Find
Quote  

#27
Posts: 281
Threads: 18
Thanks Received: 13
Thanks Given: 8
Joined: Mar 2014
Reputation: 8
Status
None
This is a neat idea, I love it! I downloaded it and tried it out, it does breathe new life into the game. I got a Sabin with Throw, and all the shops seem to have a fair amount of throwing items available (lucky me), so I'm developing a newfound love for Throw in this game. In the normal game, Shadow becomes available so late there's usually a lot of better and cheaper options for high damage output so I never really bother with Throw until much later when I have more money than I know what to do with. Getting Rage early then losing it before it gets super overpowered (Terra) was also quite fun. Do you have checks in place to ensure that SwdTech users always have SwdTech compatible weapons to equip? Or that Steal users always can equip the Sneak Ring and Thief Glove? It seemed that way when I played, but it might have been luck.

Very much looking forward to seeing the development of this. I started noting down some ideas I got while playing the game and I'll share them here to see what you think about them. There are many more things that could be randomized, the chief thing being enemy stats. Something like a simple variance of each stat within a +/- 20% range could work wonders. I'm referring to Level, HP/MP, Bpow, Mpow, Speed, Evade, Mblock, GP dropped, Exp. gained and any other number associated with an enemy that I'm forgetting.

Maybe even randomize elemental weaknesses/strengths and status protections, within reason. Like you could tier status protections and have a chance of an existing one being exchanged for a random one in the same tier. The higher the tier, the smaller the probability.

The same thing could be done with equipment. Randomly add or subtract a random percentage on each stat that the equipment modifies and add/modify/remove elemental protections randomly.
Perhaps some sort of formula could be employed to then change the GP cost of the item (increase GP cost if stats are increased/elemental protections added, decrease GP cost if stats are subtracted/protections removed). The GP cost could further be randomized with the +/- 20% rule.

Even spells could be modified in this manner, if you establish some kind of rules for it. Like randomly vary spell power a bit and have MP cost follow accordingly.
I had a half-baked idea about switching elemental spells around so you could get new spells like Water 1/2/3 instead of Fire/2/3 or Freeze instead of Aero, but this is a bit involved. If you think it's an interesting idea I'll try to explain more.

If you get around to arranging enemies into tiers the same way you've done with chest loot, you could randomize drops and steals. You could also randomize where they show up and in which formations (if the molds allow).

Randomize which map objects (from a pool, naturally) are treasure containers. There are many empty barrels, pots, crates, buckets, stoves, clocks, etc. scattered about.

Randomize which forest tiles in a general area that holds the Chocobo Stalls. Some other map exit tiles could be randomized within a general area too, like Sabin's cabin, crazy man's hut and Colosseum guy's hut, a few towns, the Opera House...

You could randomize the HP/MP/EXP progression a bit too. If adjusting it to fit a general formula (an exponential curve, for instance), you could randomize the steepness and maximum (at lv 99) of the curve. It could randomly be more linear-ish or more quadratic-ish. It could cap out at 5004 HP or allow for 9999. It could require 13 million Exp. for level 99 or a mere million-and-a-half (which I think is a lot nearer the original). Slow build towards max HP/MP, or more linear gains? The RNG will decide.

If the EXP curve is messed with, natural skill/magic gains that comes with level should probably be adjusted accordingly so you don't have to wait until the FC until you even get Fire Dance. These could be randomized within a level range of course.

The amount of healing done by potions, ethers, elixirs etc. could be randomized, and their GP cost varied accordingly.

Some NPC names could be randomly varied in the same way you handle the PC names. I know you said you wouldn't touch dialogue or story, but the names only show up in a handful places in the script. It would be pretty neat if you could end up being escorted to Narshe by RUDE and FUJIN, then fighting against the Emperor CHAOS and that clown, PALMER, while mourning General RUFUS, or whatever. Smile

Ooh, I just thought of another fun thing you could do, taking inspiration from roguelikes. Create a number of "Potion"-like items simply called "Blue Potion", "Green Potion" etc. (you would replace some other consumables for this) and randomize the effects of the normal consumables between them, so in each game you don't know what a potion will do until you try it. It could be Super Ball or it could be Elixir, it could be Smoke Bomb or it could be Megalixir. You could sacrifice some normal items and add other item effects too.

Like until you try it, you don't know if it lifts Poison status or if it could give you Zombie status. The targeting would be as indicated by the item's normal usage, except defaulting to the PCs in all cases, so you can't tell just from the targeting whether it's a good idea to use on yourself or not.

And do you always NEED Soft, Eyedrops, Antidote AND Remedy? There's the Antdot and Remedy spells, right? And Unicorn. And the Remedy item. What if all the normal items weren't ALL available? Damn, this game has no Green Cherry, guess I have to make do with the Imp spell. What, none of my espers teach Imp? Guess the White Cape just became a power relic. The game gives you so many options, it would be fun if you couldn't rely on them always being available.
  Find
Quote  

#28
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Lol he definitively put all his immagination in that post Laugh

I thought that randomizing enemy formations would have been enough, looks like i was wrong Tongue


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
  Find
Quote  

#29
Posts: 281
Threads: 18
Thanks Received: 13
Thanks Given: 8
Joined: Mar 2014
Reputation: 8
Status
None
I do have quite the imagination. But I didn't just sit down and think of all this at once, I was playing the game and wrote these down as I went over the course of an evening. I just decided to dump them all at once. Wink Let the devs consider them and then do with them what they want. I'm pretty familiar with modding the game so these came easy. I'm sure Dessyreqt and Lenophis already considered of many of these ideas in some form.
  Find
Quote  

#30
Posts: 85
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Jul 2013
Reputation: 0
Status
None
I started with a Terra with magic and morph (making me think the game wasn't random at first), but she had scan, and slow... She's the epitome of useless right now. Locke has slots, which makes him a great healer now. Edgar has Throw. I'm not sure what Sabin and Shadow have yet, but Sabin has Locke's colors, and Shadow is... pink. Bwahahaha! Also, for some reason, when I talked Pinky, the blackout character introduction showed his dog, not him.
  Find
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite