View Full Version : Besaid Shrine Wonder (from Final Fantasy X)
Hikaro Takayama Apr 29, 2004, 10:15 AM Well, here is the Besaid Shrine, which Tidus Yuna, et al. prayed at for good luck in the beginning of FF X. I'm using it as a replacement for the Oracle in my Final Fantasy Mod, but feel free to use it for whatever.
Preview:
Hikaro Takayama Apr 29, 2004, 10:33 AM And here's the file with all the necesarry images, some 4 and a half hours in the making...
kulade Apr 29, 2004, 06:32 PM seems like no one else has anythink to say...
great splash :goodjob:
Dann May 12, 2004, 02:11 AM I'll use it. Even if I have no idea what it is. :D (I'm very short on ancient era structure and wonder graphics.)
Hikaro Takayama May 12, 2004, 03:27 AM I'll use it. Even if I have no idea what it is. :D (I'm very short on ancient era structure and wonder graphics.)
In the fine Square-Enix RPG, Final Fantasy X, at the begining of the game, the adventurers pray at this ancient shrine for good fortune and protection on their journey, as is per tradition of all who set out on journeys from Besaid Island (the planet Spira is a dangerous place filled with monsters known as fiends that lurk outside civilized areas waiting to pounce on unwary travellers, so such traditions/precautions were taken very seriously). I used a picture in my FFX strat guide as a reference for the model I built, but I don't have a scanner, and I haven't found any screenshots on the internet that I could post as reference, but I will say, that the model I built was pretty darn close to the original.
Sword_Of_Geddon May 12, 2004, 11:51 AM Final Fantasy Units and Wonders:(From the beginning of the series)
Final Fantasy 4:
Wonders:
The Tower of Bab-il(Duh)
Units:
Dragoon(Ala Kain)
Baron Red Wings Airship
Falcon Drill Airship
The Great Whale Starship
Final Fantasy 5:
Units:
Gilgamesh(The same Gilgamesh from Final Fantasy 8, he was trapped in the N-Zone after 5 until Seifer accidently freed him in 8)
Wonders:
X-Death's Castle
Final Fantasy 6:
Units:
Imperial Magitech Armor
Imperial Magitech Sky Armor
Nashe Guard
Atma Weapon
Wonders:
The Imperial Capital of Vector
The Three Goddesses of Magic
Final Fantasy 7:
Units:
Shin-ra Soldier
The Highwind
The Weapons(Ultima, Emerald, Ruby, Sapphire, Diamond)
Wonders:
Migar
The Promised Land
Final Fantasy 8:
Units:
Garabaldian Soldier(Red, Blue and Paratrooper)
SEED Fighter(Black or White)
Esthar Soldier
The Ragnarok
Wonders:
Esthar City
Lunatic Pandora
Tear's Point
Final Fantasy 9:
Units:
Helda Guard 1, 2, 3
The Invincible
The Ark(Airship and Robot mode)
Wonders:
The Lifa Tree
Alexandria Castle
Ipsen's Castle
Regent Cid's Castle(The Grand Castle)
Hikaro Takayama May 12, 2004, 12:50 PM Geddon, I'm already working on some of these. In this game, I have three main fighter lines of units based on various FF game iterations. There's the Dragon Knight line, which replaces all the pole-arm infantry and adds an industrial and modern unit to the line. The earliest is the Warrior/Elven Warrior (available with Metalworking), with upgrades to Gladiator/Elven Gladiator in the middle ages, Lancer/Elven Lancer in the Industrial Age, and Dragoon/Elven Dragoon in the modern Age. The main thing about all the Dragoon line of units is that they have equal attack and Def + some special ability (zone of control, bombardment a.k.a dragoon jump). The elven units require strat resource Elves, and have 2 movement and Ignore movement cost in forest and Ancient forests (Jungles), because, after all, that's where elves live.
the next line is the straight up fighter line, and they are the best attackers. It starts with the Fighter (same as the original warrior, but with different graphics), upgrades to Knight when Ironworking is researched, upgrades to Swordmaster with Feudalism, upgrades to Paladin In late Middle age/early Industrial age, upgrades to Samurai in Middle industrial age, and Kensei in Modern age (equivalent to TOW infantry, after all, Auron's Armor Break worked quite well against Al Bhed tanks in FFX :p).
The Archer line starts with the Archer, and is the best defensive line in the mod. I'm also trying to make all the ranged units female, to add some gender diversity to the game. The Archer upgrades to the Ranger (longbowman replacement), the Ranger upgrades to alchemist with the discovery of alchemy, alchemist upgrades to gunner in early industrial era (basically rifleman replacement), gunner upgrades to chemist with modern chemistry (replaceable parts), chemist has bombard (throws grenades at enemies) in addition to normal attack with gun, chemist upgrades to modern chemist (wears power armor, think Samus Arran from the metroid series :evil:
In addition, I'll have various tanks, airships, chocobos (if someone could model them for me), and other stuff.
I've already got Ideas for some of the UU's you're requesting, but not much in the way of implementing them right now :( . For instance, I'm going to have three Shinra soldiers (SOLDIER 3rd, SOLDIER 2nd, and SOLDIER 1st) that start in the middle industrial era (become available to Shinra with Mako tech), and the SOLDIER 3rd upgrades to SOLDIER 2nd and so on.
Some of these wonder Ideas are great, but since I only own FF VII, IX (haven't had time to play it... yet), Tactics (ditto IX), X (played, but not yet beaten), and X-2 (ditto IX and Tactics), It'd be really helpful if you could either supply some screenshots or point me where I could find them for the games that I don't own/have strategy guides for (I own VII, VIII, X, X-2, TA, and XI strat guides for the sole purpose of using the pictures and descriptions contained therein as guidlines for modeling structures and stuff)
As for VII, Midgar is the capitol city for the Shinra Civ (which represents VII in my mod) as well as the modern Metropolis sized city graphics for the FF VII/VIII culture group, and the Promised land.... I don't know what that would be used for. However, in addition to the Temple of the Ancients that I've already created, the wonders that I have on the plate from that particular game are: Aeris' church (sector 5 church), which replaces J.S. Bach's, Gold Saucer (modern era wonder, haven't formulated exact tech location for it yet), Da Chao statue (replaces Temple of Artemis), and Bugenhagen's Observatory (replaces either Capernicous' or Newton's Univ.), and as a small wonder to replace the FP, the underground palace from the city of the Ancients (the place where Aeris gets killed :()
As for VIII, I've already got one idea underway (it's not on your list, but those are good ideas, too), which is the Tomb of the Unknown King (Mausoleaum of Mauselos replacement).
For IX, I had in mind the Alexandria castle to function as a Modern Great Wall type wonder (puts Fortress (civil defense) in all cities) and maybe one of the other castles mentioned as a Great Wall replacement.
I'll have to see what I can do. Right now, I'm swamped with work, projects and ideas, and losing way too much sleep as it is. Plese be patient, I'm going as fast as humanly possible.
Sword_Of_Geddon May 14, 2004, 12:58 PM Well I got into Final Fantasy way back when Square produced games for Nintendo's Super Nintendo system, starting with Final Fantasy 4(Called II in the first US release), and continueing with Final Fantasy 6(Called III in the first US release), I also own 5 and 6 in the form of the Final Fantasy Anthology CD, and 4 has be re-released along with Chrono Trigger in the form of Final Fantasy Chronicles.
Its a shame you haven't played 4 or 6, as they are some of the best Final Fantasys(and RPGs) ever. 4 has strong(but subtle) plot links to 8 as well.
Run a Google search, and type in Final Fantasy 4 or 6 for info, your bound to find something...
Funny you mention Armor Breaks, as orginally it was a Fighter move way back in Final Fantasy 5(The class system in 5 was eventually used again in Tactics). Armor Break also was a Knight move in Tactics, as well as one of Steiner's attacks in Final Fantasy 9. Most of the "Break" moves are typical moves possessed by the "Fighter/Knight" character class. Since 10's culture and feel were based on Asian(Mostly Ancient Chinese and Indian), rather than European(such as 4, 6(Especially 6), 8 and 9 were) models, Auron was a Samurai, rather than a Knight.
I just hope for God's sakes that they bring the World Map back in 12.
SSJSoulstar May 24, 2004, 10:27 AM Yeah I started Final Fantasy when it first came out on the original Nintendo...
The ideas are awesome, kinda wish I could use some of the stuff on the Vanilla Civ3, but I do have the Resource file that you posted and it looks spiffy in game now :lol:
Anyhow, one of the minor things that should be a possible idea are Chocobo Knights of some sort... and evolve over the era into the higher grade versions, kinda like what happens on Horsemen atm, but with Chocobos going from bareback to armor plated, to another type of armor
Other than that, I'm trying to think off handedly of a new Settler and Worker type that is FF related, and came up with the good ole silly idea... MOOGLES. They have been in alot of the FF's and can be used in both cases, but one being norm white with red thingy, and another as pink or something.
Hikaro Takayama May 24, 2004, 12:06 PM Yeah I started Final Fantasy when it first came out on the original Nintendo...
The ideas are awesome, kinda wish I could use some of the stuff on the Vanilla Civ3, but I do have the Resource file that you posted and it looks spiffy in game now :lol:
Anyhow, one of the minor things that should be a possible idea are Chocobo Knights of some sort... and evolve over the era into the higher grade versions, kinda like what happens on Horsemen atm, but with Chocobos going from bareback to armor plated, to another type of armor
Other than that, I'm trying to think off handedly of a new Settler and Worker type that is FF related, and came up with the good ole silly idea... MOOGLES. They have been in alot of the FF's and can be used in both cases, but one being norm white with red thingy, and another as pink or something.
Well, I'm glad you like the resources.
As for the chocobo units, I already have an idea for a full line Starting with a chocobo rider available with chocobo riding, and going all the way to the modern era with chocobo tank-busters (TOW armed chocobo cavalry).
As for the settlers/workers, I'm currently using the colonist from the AoD conquest (again to increase the gender diversity and also give it a more FF type feel), and I use the peasant worker from the Sengoku conquest for the worker (to give the requisite asian flavor that permeates the FF series, ala FF VII where the towns and half the charachters had European/German names, yet all the business signs were in Japanese and the people wore typical Japanese clothing). I might try something with moogles if someone with good modeling software will make them, but I'd much rather see some Mithra units for the FF XI civs and Viera for FFT/TA.... especially the Viera. groucho :spank:
Please be patient, though, I've just barley got the ancient era tech tree finished, and that still needs some polishing up. Not to mention I also need to add the civs from all the other games (I've only added Shinra from VII and Yevon from X and will be adding Al Bhed from X next followed by San D'oria or Bastok from XI after that).
Thanks for the support, and please bear with me. I'm doing this mostly by myself, and I'm doing my best, but the project is still far from finished.
SSJSoulstar May 25, 2004, 04:13 AM If I knew how to do some of the designing, I'd help, but I have no clue how to even start on that....
At work I came up with a theory that might work also... Since Mages, and most other parts of each game relate in some way to the elements, why not make them into a resource type with specialized attributes that could tip the scales overall. Here were a few ideas that I toggled around with :
Air Element - Found in Ice-Capped Mountains - +1 to all armies movement within civilization. Enables creation of Roc unit.
Fire Element - Found in Volcanoes - +1 to all armies attack rating within civilization. Enables creation of Efreet (not Ifrit) unit.
Water Element - Found on beaches, shallows - Either allows movement of normal armies over shallows OR +1 to all sea based armies movement within civilization. Enables creation of Siren unit.
Earth Element - Found only in plains (the brown splotches) - +1 to all armies defense rating within civilization. Enables creation of Golem/
mind you it sounds outrageous at first but if you make it into a non-scenario use, and a civ is still stuck within ancient era tech, those elements will help out the civ to protect itself from the bigger and meaner civ's out there :)
I also came up with combination elements, which if you have more than one element, new units will be available, but I'll go into that some other time.
A definate Great Wonder to add that is a must for any FF scenario or such is this :
Ancient Era
Summoner's Journey - Allows creation of Summoned Units - Cost to make : 500 shields, and only ancient tech tree can get it, but each tech branch will have a different type of it.
Middle Ages Era
Awakening of the Espers - Allows creation of Esper Units - Cost to make : 700 shields, only Middle Ages Era Tech
Industrious Era
Advanced Materia Research Facility - Allows creation of Red Materia - Cost to make : 1000 shields, only Industrious Era Tech
Modern Era
Aeonic Rebellion - Allows creation of Aeon units - Cost to make : 1500 shields, only Modern Era Tech
------
A sampler of possible summons per era -
Ancient Era - Shiva, Ramuh, Bahamut, Ifrit, Garuda
Modern Era - Maduin, Tritoch, King Bahamut, Carbuncle, Phoenix, Odin
Industrious - Bahamut Zero, Knights of the Round, Alexander, Gilgamesh
Modern Era - Fenrir, Titan Prime, Ifrit Prime, Garuda Prime, Shiva Prime, Ramuh Prime, Leviathan Prime, Mech-Bahamut
Just a suggestion list though so go about it any which way :P
BTW you could alter nukes into Meteo from FF VII or Holy for the SDI Defense for it.
Also, You could make the highest tech tanks into Behemoths :D
anyhow that's it for suggestions today, I'll work on digging up some pics and try to start work on some of this ^^
:crazyeye:
Hikaro Takayama May 25, 2004, 08:48 AM Well, these are some good ideas, but I've already got some 10+ strategic resources. I have Elves (which I might rename Elvaan to keep it consistent with FF XI) and Dwarves which allow creation of Elvaan and Dwarven units. The Elves have an Archer/Dragoon/Fighter line with the ability to create Elvaan Foresters with the research of nature magic in the MA (The foresters are 2 movement worker units that work 2x the normal worker rate, ignore move cost in forests and jungles, but their only worker actions are plant forests, build roads and irrigate). The dwarves have a fighter line as well as (in the Middle ages) a chemist/gunner line, and a dwarven engineer that is similar to the elvaan forester, but ignores move cost for hills and mountains (like all dwarven units) and can only mine, build roads and clear forests.
I also have stuff like Mythril that comes to play in the early industial age (required for building Paladins and Lancers as well as Dwarven fireships and Steam tanks)
Materia becomes available also during this time with Magitech (note, the positioning of these techs on the tree hasn't been determined as of yet. I still need to add the Dwarven knights and Elvaan Archers to the ancient era as well as the White mages with the tech Magic), and allows the construction of Shinra SOLDIER 3rd's and Mako Reactors.
About the Meteor instead of ICBM's, I thought of making it so that whoever built the Temple of the Ancients would be able to "summon" (build) Meteors in the modern age once advanced summoning was researched, but to balance it out, the other civs would be able to build the small wonder "White materia" (essentially SDI defense) that would have a 75% chance of stopping the Meteors, but I still think that would unbalnace the game a bit too much. I'm definitely adding the Mako Cannon (Sister Ray) as a late game unit that you can have only one of at a time.
As for the summons, I'll have them first become available in the MA with Theology, and they'll be automatically built every 10-20 turns (depending on how powerful they are) by a Fayth that is built in a town (a town must have a Temple to build a Fayth). Alternatively, I might make a Fayth for each element as a small wonder, and each generates a summon based upon its particular element every 5-10 turns until it is rendered obsolete or something like that.
As I said, I'm still working on the Ancient Era Wonders. I'll be starting work on the Tomb of the Unknown King (replaces the Mausoleum of Mausellos) and the Morhen Lighthouse (replaces the Great Lighthouse) today, and If I still have some time when I'm finished with those, I'll see about taking a whack at the Da-Chao Statue (replaces the Temple of Artemis)
SSJSoulstar May 25, 2004, 08:54 AM Right but is it possible to make a resource able to add a attribute to all armies of a civilization that owns it?
Hikaro Takayama May 25, 2004, 07:44 PM Right but is it possible to make a resource able to add a attribute to all armies of a civilization that owns it?
Nope. All that resources can do, aside from altering the productivity of the tile they're on (and in the case of luxuries make people happy) is be a requirement for building units, city improvements, and wonders. For instance, In my scenario, I'm potentially adding two no-maintainance, cheap improvements that can only be built in cities with elves or dwarves in their radius. Those would be a Darven Village and an Elvaan village, which would act like a no-upkeep granary in the cities they are built in. Or another example is that once Magitek is researched, you'll be able to build mako reactors, but only if the city in question is hooked up to a supply of Materia. Also, certain unique units require certain strategic resources, for instance, Shinra SOLDIERs will require Materia and Mythril, and Yevon Warrior Monks will require Saltpeter and Relics. But that's a topic for another thread. ;)
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