Final Fantasy 7 Mod

Thanks.

After some thinking, both maps will have all worker functions, because after all, worlds change. It will still be a "started" map, and a "new game" map. And for those who don't already know, AVALANCHE will be the only playable civ, with Wutai and Cetra as permanent allies, and Shinra as the permanent enemy.
 
Rufus is pending (complete with his white suit and sawed-off shotty), and I'll see aobut making Aeris sometime...

But furst I've got to get the last LH in my curren run done (things didn't go well at all with this last one, and I'm finally getting the render finished), followed by the separate materia resources (red, green, purple, black, white, blue and yellow).
 
I just though of a great idea: units based on the four special materias. There will be a warrior, a swordsman, a guerilla, and a marine for each materia, each with better stats than the last (of course), and each group of four units has special attributes, For example, a HP<-->MP Warrior costs twice as much as a regular warrior, but has 5 extra HP points. A Mime Warrior also costs twice as much as a regular, but has as many possible abilities/attributes as possible. And then the units upgrade in the before mentioned units. The reason for their uniqueness is because of the rarity of the materias (there's only supposed to be one of each).

I also made some other improvements, such as making the Gross Panzer cost a lot more, since it was a combination of Mech Infantry and Modern Armor (great offense and defense), while making it a Flag Unit for Shinra to build it.

Right now I'm working on some Civlopedia/PediaIcons editing, along with creating the mentioned units.

EDIT: Here is the city list for the four civs:

Shinra:
Midgar
Junon Harbor
Kalm
Costa Del Sol
North Corel
Rocket Town
Mt. Nibel
Icicle Inn
Mideel
Mythril Mines
Bone Village
Gold Saucer
Gongaga
Crater

AVALANCHE:
Fort Condor
Cosmo Canyon
Chocobo Ranch
Lucrecia's Cave
Nibelheim
Weapons Seller
Chocobo Sage
Sleeping Man
Cactuar Island
Ancient Forest
Goblin Forest
Frog Forest

Wutai:
Wutai
Da Chao Monument

Cetra:
Temple of the Ancients
Forgotten Capital

The materia caves are barbarian-owned (so they're up for grabs if you want the special units), along with the Chocobo tracks. And don't worry about the barbarians, they're set on the least aggressive mode, so they're pretty much just for show.

Tell me if I should change/add cities, please.


And on another note, here are some hints/tips/thigns to note when starting/playing the game (after I finish it):
-Make sure, no matter what difficulty you play on, that you build a defensive (or any unit for that matter) unit to fortify in each of your cities, along with the Walls improvement. This is because Shinra will probably be constantly bombarding you with attacks.
-Make lots of good trades with your allies to make sure they too can put up a fight.
-The marsh is a very dangerous place (gave it disease rating of 100), so try not to build cities near it, nor do any work on it.
-I gave all terrains stats of (3,2,2), (2,3,2), and (2,2,3) depending on what the terrain was, in order to give a fair chance to all cities, to not take long to reach the end of the tech tree.
-I made some units upgrade that normally don't upgrade due to taking up space on the city list of possible units/improvements and their obsoleteness later on. Some examples are cavalry upgrading to tanks, submarines upgrading to nuclear submarines (nuclear has same stuff as regular, but with better stats, so why not), privateers upgrading to submarines (after giving submarines "Hidden Nationality"), Bombers upgrading to Stealth Bombers, Jet Fighters upgrading to Stealth Fighters, and some other ones I can't recall.
-Airplanes can actually move now (not Immobile anymore), due to the fact that the Highwind is obviously not Immobile, and movement is determined by age of aircraft and potential speed (in real life).

I'll post more stuff when I release it, or when it comes to mind.
 
Hikaro: I have on question, since I'm doing the civilopedia for my custom units now (and eventually the resources, other units, and wonders), and I was wondering, do you know of a website that has a lot of Final Fantasy 7 info? Obviously, there's a lot of websites with FF7 info, but I'm kind of looking for something along the lines of a FF7 "Dictionary", "Encyclopedia" or "Glossary" or whatever you want to call it, just something that has a lot of info about things in the game (like the Da Chao monument, Dr. Gast, and the Shinra Building), not the actual gameplay.
 
EDIT: Nevermind, I fixed the problem, and then the problem that came after that, I'm good.

EDIT (2): Hikaro, if you have it, I need buildinglarge and buildingsmall pics or the following:

Windmill Plant
Weapons Program
Gold Saucer
Shinra Building
Bugenhagen's Observatory

EDIT (3): Did some more testing/correcting. I edited the map so there is a lot more sea (less ocean), you'll see it when you play (just replaced ocean with sea, except places where there is no land nearby or Round Island). All I have left to do is implement the above things (if I can), implement the Aeris and Rufus King units, and finish the civilopedia for the 15 or so units left along with the civilization info. After I finish all that, I will try to play the game with each of the four civs (yes, you can choose any of the four now).
 
Just one more (not necessary) unit request. Could you make the Chocobo knight you made in different colors? I would like it in green, blue, black, and gold also. And if possible, I'd like a Chocobo chariot (just yellow), a Chocoboman (replaces horseman, also in all colors), and Chocobo Cavalry (also all colors).

BTW, if you put "Ignore Move Cost" of Coast for a unit, does that mean they could actually go on coast? Or would that not work? Because if not, then it's not worth making the different colors, just the base (yellow) colors would be fine.
 
Well, if it wouldn't work, then it would be kind of pointless. If it can't go on water, then what would a blue chocobo go on? And units can already go on mountains anyway. And with those extra colors, you'd also need extra colored chocobos as resources.

And after some more cutting/pasting (courtesy of Wikipedia) and some actual writing (mostly for my units), I'm done with everything. Here are the things I need to release my mod:

Units:
Rufus (King)
Aeris (King)

And here are the optional things I can put in later:

Units:
Chocobo Chariot
Chocoboman
Chocobo Cavalry

Resources:
Red Materia
Yellow Materia
Blue Materia
Pink/Purple Materia
Black Materia
White Materia

After I get the king units, I'll start testing. I'll test the game with all animations and everything turned on under options, just to make sure nothing goes wrong for anybody.

And on another note, there might be a slight delay in the next week or so because I'm starting school in that same week I'm getting my new computer, which will potentially put me behind at most a week.

EDIT: I just tested it with the four civs (using a trainer), and everything looks fine to me. I'll release it just as soon as I get those two kings.
 
I have it set up so that as the chocobo units become more advanced, they also change color and gain special abilities in my mod....

Basically, the Chocobo Rider and Chocobo Knight are yellow chocobos, and they don't really have any special abilities, however, the Chocobo cavalry is a green chocobo, and ignores movement costs for forests and hills. The Chocobo Dragoon (modern) is black, and ignores movement on all terrain, making chocobos excellent fast attackers (well, aside from airships, that is)... In addition, the Chocobo Rider and Knight have a movement of 2, the cavalry has a movement of 3, and the dragoon has a movement of 4, again making them the fastest non-airship unit in the game, with the sole exception of the Al Bhed Heavy Machina UU....
 
I haven't made them yet... I need more time. Currently, I'm using the default Horseman as the Chocobo Rider, the default firaxis cavalry as the chocobo cavalry, and bebro's modern cavalry as the Chocobo dragoon. As soon as I can find some time in my busy schedule, I'll do them, but first I have to work on the Galbadian Elite trooper, and some TaruTaru units for the Federation of windhurst (as well as Make LH for a few factions that need new/re-done LH).
 
BTW, I have a question about making a unit. Is there any way to make a land unit (not foot unit) withdraw like mounted units? Or do they do that on default? Because I want my Land Buggy (I'm using aaglo's Sdkfz 251) to withdraw if it's losing a battle so I don't lose the units inside it, but I can't find it under any of the abilities.

EDIT: I tested some more, now with my four new units. Everything works fine, only problem is that the Sea Bronco looks like it's in the air (b/c I'm using the P-38 Lightning pics/flics), which isn't much of a problem. I tested each unit using Debug, and it seems that every unit works fine.
 
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