View Full Version : Preview: Final Fantasy Mod Project Update


Hikaro Takayama
Apr 29, 2004, 04:12 PM
Well, it's been a while since my last update, but I haven't been idle. I've finalized and civilopediaized my resources. I have 30 total, with 10 bonus, 8 luxury and 12 strategic.

The Strategic resources (not including the original ones) are: Chocobos (horses), Mythril (aluminum), Materia (Uranium), Relics, Elves, Dwarves, Hot Springs.

New Bonus Resources are: Sea Serpents (Whales), Kelp, Rice (wheat)

New Luxury resources are: Herbs:smoke: (Furs), Cocoa (dyes), Sake (Wine), new gfx for gems.

I've also got about 33% of the Ancient Tech tree and civilopedia entries finished, and about 75% of the Ancient Era units and city improvements added and tested.

The unit changes are as follows:

Replaced Galley GFX with Aaglo's MedLGalley graphix, increased the capacity to 3 units, and elimiated the Curragh (I'll be making the galley available with a new tech, shipbuilding, that will require only two beginning techs: woodworking and Pottery, but I haven't incorporated them yet)

Warrior replaced with Fighter (uses Aluminium's AoK Man at Arms GFX)

Spearman replaced with Warrior, had 2 ATT and 2 DEF, zone of control.

Added Elven Warrior, same stats as Warrior, but with 2 move and ignore move cost in forest and Ancient Forest (jungle), requires Elves to build.

Used Kindred's Amazon Archer for the Archer, now has 2 att, 3 Def (primary ancient age defender)

Replaced Swordsman with Knight, used Aluminium's AOK Huscarl GFX, requires Iron, stats same as swordsman.

Changed Bronze working to metal working, allows constr of collosus (until I find a FF equivalent to replace it with) and Warroirs and Elven Warriors. In additon, this tech is required for the worker action build mine.

Changed The Wheel to Animal Domestication, allows for chocobos and cattle to appear, also allows construction of chariot (until I get a replacement).

Changed Ceremonial Burial to Shamanism, allows construction of Shrine, a cultural improvement that's cheap to build, makes one person content, 1 culture per turn, 0 maint.

Changed Mysticism to Magic, allows construction of GW Besaid Shrine, doubles effect of Shrines in cities (basically replaces Oracle).

Changed Great Library to Temple of the Ancients, same effects, etc.

Philosophy allows construction of temples (will use graphics that look like the Wutai pagoda, once I'm finished with them).

Pottery required for Irrigation.

Added Shinra Corporation Civ. Leader is Reeve, Military GL's are: Sephiroth, Tseng, Reno, Rude, Rufus & Cloud Strife; Scientific GL's are Prof. Hojo, Dr. Gast, Prof. Bugnhagen, Mr. Holtzoff, Vincent Valentine and Cid Highwind. Cities are all the FF VII cities, with the exception of the Gold Saucer and Bone Village (those are going to be industrial and modern age Great Wonders).

Well, here's some screen shots:

http://www.civfanatics.net/uploads7/ffpreview1.jpg

http://www.civfanatics.net/uploads7/ffpreview2.jpg

Clam I Am
Apr 29, 2004, 07:01 PM
Looking good! If you think of anything else you want me to do, I can hopefully do it.

Xerol
May 02, 2004, 09:45 PM
Bumping this along with my thread. The Orbonne Monestary from FFT would probably go best as Sistine Chapel. Other than that, FFT doesn't have too many good landmarks, but I'll see what I can find. The still-images of the "lost lands" and "treasures" you can find in Propositions could work though.

Kefka
May 03, 2004, 09:09 AM
Originally posted by Hikaro Takayama
allows constr of collosus (until I find a FF equivalent to replace it with)
How about those three statues from FF3/6 I forget there official name in the game right now(If they even had one) so I will just call them the Esper Statues.

Xerol
May 03, 2004, 07:36 PM
Orbonne Monestary pics, as promised:
http://www.lggaming.com/user/xerol/orbonne_outside1.jpg
http://www.lggaming.com/user/xerol/orbonne_outside2.jpg
http://www.lggaming.com/user/xerol/orbonne_outside3.jpg
http://www.lggaming.com/user/xerol/orbonne_outside4.jpg
http://www.lggaming.com/user/xerol/ovelia_and_delita.jpg

(Images might not work for a few more minutes as they're still uploading.)

Edit: Fixed last link.

Xen
May 03, 2004, 08:05 PM
well, despite not likeing thge FF series (or RPGing in general, the exception ebing the stuff from spider web software - www.spidweb.com- and CFCs own NES series - though that is more like a game of civ in many repsects then an RPG-) I have to say, your doing a very good job, and that I hope you will contiue making your unque and well made wonders, for some of them, even if they are not used for final fantasy, will find a good home, and expanded uses in the realms of Xen.

keep up the good work sir, for it is superb.

Hikaro Takayama
May 19, 2004, 03:44 AM
Okay, new updates on the FF mod.

First of all I finally got the ancient era tech tree finished. I haven't quite added all the units and changed all the text, but I've got all the techs and techicons finished.

I've also added the Church of Yevon from FF X, complete with SGL's, MGL's, full city list, and slightly changed city graphics (uses the egyptian cities from the Great Lost Civilizations Mod). Attributes are Religious, seafaring, and expansionist (all civs in this mod have three attributes).

I'v also completed graphics for the VII/VIII civs' cities, the Besaid Shrine GW, and the Orbonne Monastary GW. I've also replaced the scout (for expansionist civs) with the Hunting Falcon (aluminium's AoK eagle conversion), which has 2 movement and ignores movement cost on all terrain (because, after all it is a low flying bird).

Well, anyways, SS's at the end of this post.