Final Fantasy 7 Mod

Things left to implement:

Rufus and Aeris King units
Cactuar Resource
Chocobo Chariot/Horseman/Cavalry (maybe even Chocobo Dragoon)
City Screen pics of some wonders
Summons? (as units requiring specific materias, such as Bahamut)
More units? (such as Barret Wallace/Sephiroth for military leaders and Cid Highwind/Dr. Hojo for scientific leaders, or actual Tiny Bronco/Land Buggy units)
So Rufus Shinra is already finished by DJ Bonebraker (Hikaro Takayama), as is a Cetra unit based on Aerith but sadly not with the proper pink dress/colors. I'm thinking both of them could be ported to the FF7 mod though, and am about to try this after I've read up on some tutorials as I'm new to Civilization 3 despite knowing about this mod already in 2006, but only ever tried it now.

The Chocobo cavalry units are also ready by now and would just need to be ported from the Final Fantasy mod by DJ Bonebraker.

Dj bonebraker also has other stuff completed such as unique culture pictures for FF7 summons, materia and what-not - all of which could be moved over.

The city screens have been updated, the wonders have been updated, there are new summon materia and even new Shinra Soldiers, even though I prefer the old Shinra Soldier as it had darker greyer colors which I think fit better, the new one has a better sword and is more colorful - maybe more detail - but the old one just captured the darkness of FF7 better. Yes, it's supposed to be dark.

I think there are new military and scientific leaders as well but could be wrong - so quite a few things one could add from the latest version of the Final Fantasy Mod to the latest version of the FF7 mod which is many years older, from 2008 as opposed to 2016 for the Final Fantasy mod - 8 years in-between them.

I've already done some in my opinion improvements by managing to download the old FF7 advisors (included Yuna as culture advisor from FFX). I then replaced the new Tifa, Sephiroth and Cid with the older counterparts as they simply looked more like in the original FF7 game, especially Tifa, and the new ones as they were based on Advent Children the movie didn't look as accurate to the original game from 1997, Cid Highwind looked older on the old file which is more accurate as well, the new Yuffie Kisaragi was kept of course, it being the same as the video-file in the selection screen and her being more feminine, and Yuna from Final Fantasy 10 was replaced by Aerith using the new Aerith portraits, and the foreign advisor was replaced by the older Aerith - who looks more like Aerith's mother Ifalna.

So this means that I've replaced the FF10 advisor with Aerith, and Aerith with Ifalna/old Aerith.

Alright, most of these changes required me to just swap the files, but one of the files required some Gimp editing. I also had to get the old files which would fail when clicking "download" but by opening up the link on a new page and clicking in the "searchbar" the files became available.

Here are my edited advisor cards, still created by DJ Bonebraker, that I'm using in the FF7 mod by Magus 77.

Place in "Your Harddrive":\Civilization III Complete\Conquests\Scenarios\Final Fantasy 7\Art\SmallHeads
 

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Nice work! Cool to see another old mod getting an update!
"
Things left to implement:

Rufus and Aeris King units"

So yesterday I did implement the two missing King Units of President Rufus Shinra of the Shinra Corporation, and Aerith/Aeris Gainsborough of the Cetra.

I also changed the sprites of all the starting cities so that they look more appropriately from the start, instead of them all being Cetra villages at the start, of course this might cause some issues in the late game where they can be upgraded into a lesser variant, but I've had the game playtest and hardly any settlement had that issue, only Gold Saucer had it and became Midgar later, and others like the Rocket Town, the Forgotten City etc instead evolved downwards due to losing in population size.

All the starting cities should look correct now anyway.

And I've also since spent time adding a bunch of new units from the Final Fantasy Mod but I'm not done yet, and I've replaced all the vanilla barbarians etc and I'm looking for ways to not have to share certain units, as I do know that the game has a system where you'd need to give each of the four factions a unique building to prevent them from sharing units with each other, but not certain exactly how to do it - I tried the Heroes 3 mod and it had 10 factions with completely unique units for each individual faction so it is possible. Just uncertain how they did it.
 

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Some more pictures. They are already a bit outdated, as I've added more units since, and changed some ownerships of cities around.
 

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Wow!!! this is getting serious now haha! Great work!!!! :)
I'm looking for ways to not have to share certain units, as I do know that the game has a system where you'd need to give each of the four factions a unique building to prevent them from sharing units with each other, but not certain exactly how to do it - I tried the Heroes 3 mod and it had 10 factions with completely unique units for each individual faction so it is possible. Just uncertain how they did it.
I'm afraid I'm not a proper Civ3 modder so I'm not sure either. @Vuldacon , @Civinator or @Quintillus might know.
.
 
"
I'm looking for ways to not have to share certain units, as I do know that the game has a system where you'd need to give each of the four factions a unique building to prevent them from sharing units with each other, but not certain exactly how to do it .
There are several ways to gain units for a civ in C3C.

1. Normal production of units in cities.

This is very simple. You set in the editor which civs can build a certain unit. If you only click on one civ, only that civ can build that unit normally.

Editor.jpg


2. Autoproduction of units by buildings:

This methode is more advanced. You can set a building to produce a certain unit.

a) By setting that building to an era none tech, that is attached to only one civ, only that civ can gain the autoproduced unit.

b) By setting the building that should autoproduce units to have a prerequisite of a different building that can only been built by a certain civ with a special era none tech, assigned to that civ you can also limit the autoproduced unit to only one civ.

c) It is also possible to allow a building to autoproduce big chains of different units, that can be civ-specific by upgrading a basic unit. This is a more complicated procedure and at present I don´t have the time to explain it in details. You can have a look at the heavy tank plant in the mod CCM 3. This building produces a basic unit, that can be upgraded to different units for all 31 civs in the game and these upgrades can also be different for every civ.


Heavytankplant.jpg


Heavy Tank P.jpg



Heavy Tank Plant.jpg


3. You can also gain units by enslavement. Those units must not be identical with the units that are enslaved.

Lawyer.jpg


4. Units assigned to a civ by the start of a game.
 
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Mr_Nygren... Look in the Editor under Units. You select the Civilization or Civilizations the Unit is Available to.
You use an Upgrade Path for other Civilizations that get a different Unit.

Example: the Warrior is flagged to be available for all Civilizations except Sumeria and the Warrior Upgrades to the Swordsman for them.
Sumeria cannot build Warriors but rather they can build the Enkidu Warrior and it Upgrades to the Pikeman.

Browse through the Editor under Units and you will start understanding how the Upgrade Paths work.
 
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