Final Fantasy Mod Progress Thread, Part III

DJ Bonebraker

a.k.a Laura
Joined
Mar 10, 2004
Messages
5,644
Location
Eorzea, Hydaelyn
Well, since Odintheking suggested that the old thread was getting too long and spammy, I've decided to create a new update thread with several posts at the beginning and edit them as progress is made......

So here's the basic run-down of how this mod is going to work:

All Final Fantasy games (and possibly movies) will be represented in the mod, along with a whole new set of wonders, small wonders and city improvements to give a more Final Fantasy feel. In addition, unit upgrade lines have been streamlined and several minor race resources have been added to further enhance the re-playability of the mod.

This post is for the basic overview/Wonder and Small Wonder and City improvement lists:

Eras:
Age of Legend (ancient)
Age of Chivalry (Middle ages)
Age of Steam (Industrial)
Age of Machina (Modern)

Age of Legend Great wonders and bonuses followed by tech that renders obsolete:

Iifa Tree (Masonry), Free granary in all cities on continent, none
WIndhurst Lighthouse (Ship Building), all tiles produce +1 Trade requires coastal city, Makou Power
Morhen Lighthouse (Map Making), +1 ship movement & safely move in sea requires coastal city, Navigation
Temple of the Ancients, gain free research if 2 civs that you contacted have it, Education
Da Chao Statue (Philosophy), +3 happy faces, none
Temple of the Goddess (Philosophy), Free Temple in all cities on continent (requires relics), Natural Sciences
Besaid Shrine (Mysticism) double effect of shrines, none
South Gate (Construction), free walls in cities on continent, increased effectiveness against barbs (which is very handy with the super-nasty barbs in this mod), Metalleurgy
Tomb of the Unknown King (Math), produces a Minotaur every 5 turns, Metalleurgy
Ru'Lude Gardens, +3 happy in city that builds, +1 in all other cities on continent, none

Age of Chivalry Great wonders:

Alexandria Castle (Feudalism), free barracks in all cities on continent, none
Lord Mi'ihen's Crusaders (Chivalry), Produces Crusader every 5 turns, Mythril forging
Orbonne Monastary (Theology), Churches produce +2 happy faces, none
Aeris' Church (Way of the Ancinets), +2 happy people in all cities, none
Bugenhagen's Observatory (Astronomy), doubles scientific research, none
The Five Ministries (Natural Sciences), doubles scientific research, none
Rin's Travel Agency (Economics), removes support cost from economic improvements, none
Zidane's Voyage (Nav), ship movement +1, requires coastal city, none
Zanarkand Dome (Blitzball), +8 happy faces in city, requires rubber and coastal city, none

Age of Steam:

Dr. Gast's Laboratory (Sci Meth), +2 free advances, none
Sorceress Memorial (Industrialization), reduces war weariness, none
Veo Lu Sluice (Electronics), Free hydro plant in all cities on same continent.

Age of Machina:

The Black Materia (Magitek), Prereq to summon Meteors requires Materia and must be built in the same city as the Temple of the Ancients, none
The Gold Saucer (Mass Media), +1 trade in all tiles & +1 happy person in all cities, none
The Dollet Comm Tower (Computers), doubles research, none
Lunatic Pandora Laboratory (Miniaturization), Free Research Lab in all cities on continent, none

To be replaced: United Nations (Diplo is the cheesiest way to win or lose, so I've disabled it for the FF mod, rendering the UN useless.... Probably will replace it with some other GW that's much more useful).

Small Wonders:

Heroic Epic (no changes from normal game)
Bastok Metalworks, requires iron and coal in radius and doubles production
Hidden Palace, same as FP
Military academy, same tech requirement as before, but you can build it right off the bat, and instead of allowing one to BUILD armies without a leader, it cranks out an army every 32 turns (like in the WH Fantasy mod)
Shinra #26 Rocket, allows space race to begin, requires Mythril
White Materia, requires materia, 75% chance of intercepting Meteors.
Intel agency, same as default, but produces Turk every 5 turns
Order of White Mages, allows healing on enemy territory, and produces a White Mage every 10 turns.
Cid's Workshop, halves upgrage costs (note, I made this a small wonder, due to the streamlined nature of my upgrade paths, upgrading troops without this ability became prohibitively expensive and gave the faction that built it as a great wonder too much of an advantage)
Weapons Research Center, Increases science by 50%, allows production of armies without leaders and produces a Makou Cannon every 15 turns.
Secret Police HQ: same as in the normal game, but produces a Turk every 5 turns.
Shinra Building: Same as Secret Police HQ, but for Corporate Republic Govt.
Constitutional Government: Acts as second FP for Democracies, and produces a Citizen Militia every 5 turns.

Still need to replace: Wall Street and the Pentagon with something more FF related

To be added: Game specific SW that generate summoned creatures in the Age of Machina, as well as some kind of Nature type SW that produces treants in the Age of Steam or Age of Machina....

City Improvements:

Scientific:

SciBLDG.jpg


Happiness:

Happy.jpg
 
List of main unit lines, and generic flavor units:

Unit Lines:

Default Defensive Line: Archer (2,3,1)=>Ranger (3,6,1)=>Gunner (6,10,1)=>Sniper (12,20,2)
Default Offensive Line: Fighter (1,1,1)=>Knight (3,2,1)=> Paladin (6,3,1)=> Swordmaster (10,6,1)=> Samurai (20,12,2)
Default Dragoon Line: Warrior (2,2,1)=> Gladiator (5,5,1)=> Lancer (8(8),8,1)=> Dragoon (16(12),16,2) Note: All dragoon line units have ZoC and Dragoon has lethal environment.
Default Armor Line: Battle Wagon (8(8),5,2)=> Steam Tank (10(12),6,2)=> Tank (16(14),8,2)=> Heavy Tank (24(20),14,3) Note: Tank and Heavy Tank can Blitz
Default Airship Line: Airship (8(8),6,2)=>Steam Airship (10(10),8,2)=>Advanced AIrship (25(30),20,2) Note: ALl airships have ZoC, Radar, re-base mission ability, recon mission ability, foot unit transport and treat all terrain as roads. They are also the most expensive units available in their eras.

Special units available to all players through buildings, small wonders or capture:
Mage (20(16),5,2), produced by Mage tower (city improvement) every 15 turns, first available in the age of Chivalry when it can dominate the battlefield, but still can be killed by that era's units, yet remains fairly effective even late-game.
Turk (20,10,1), hidden nationality, stealth attack unit that treats all terrain as roads, produced by Intelligence agency, Secret Police HQ and Shinra HQ building SW that is available only to Corporate Republic govt.
Death Machine (22(20),14,2), created when Heavy tank (and UU replacements), Advanced Airship (and UU replacements) and AL Bhed Machina Hunter enlslave defeated enemy.
Citizen Militia (4(10),20,2), 0 support cost, foot unit, Zone of control: produced at Democracy specific govt building.
White Mage (4(20),20,2), Ranged Attack, foot unit, zone of control, bombard, produced at Order of White Mages SW.

Generic Flavor units:
Dark Knight (7,2,1), replaces Paladin for the Evil civs
Villager: Flavor worker for European and Mediterranean civs.
Ogre, Ogre Chieftain, Ogre Cannonier, and Ogre Machinegunner: Flavor defensive units for REALLY evil civs (Paramekian Empire, Orcish Horde, Forbidden Land, and Dark Warriors).

Summons; Generated by game or civ-specific small wonders:

FFI & FFII "Good" civs (Light warriors and Fynn Alliance): Archangel (Shiro's Archangel), produced by the Sacred Order of Light SW which is available through the unique tech, Divine Intervention.

FFI & FFII "Bad" civs (Dark Warriors and Paramekian Emprie): Daemon (Kinboat's Balrog), produced by the Chaos Shrine SW available through the unique Daemonology tech

FF III: Undecided

FF IV (Baron): Odin, Produced by as yet to be determined SW the tech for which also needs to be named

FF V (Tycoon): Undecided

FF VI (Vector Emprie and Returner Alliance): Undetermeined summon produced by the Esper Statues SW which requires the Magicite unique tech.

FF VII (Shinra): Produces a Sephiroth Clone (Shiro's One-Winged Angel) from a Jenova Project SW which requires the Shinra Soldier Program unique tech.

FF VII (AVALANCHE): Bahamut Zero (Kinboat's Black Dragon) produced from a Huge Materia SW that requires the Unique tech Summon Materia.

FF VIII (Galbadia, Garden and Esthar): Leviathan (Orthanc's Asian Dragon) produced by a Garden SW requiring the unique tech Para Magic.

FF IX (Lindblum and Alexandria): a Ramuh summon (made by yours truly) is produced by a SW called the Eidolon Wall which requires the Eidolons unique tech.

FF X (Al Bhed and Yevon): Most likely a Yojimbo (Kinboat's Kensai) summon produced by a Temple of the Fayth (or something like that) SW, which requires the Farplance unique tech.

FF XI (Bastok, Selbina, San d'Oria, and Windhurst): Most likely a Garuda summon (Aaglo's Keeper of the secrets) produced by a yet to be named SW requiring a unique tech called Avatars

FF XII, Tactics and Tactics Advanced (Archades, Dalmasca, Lesalia and Bervenia): A summoned unit called Ultima (Kinboat's female angel) will be produced by a SW called The Zodiac Stones which requires a tech called Totemas (that way I can kind of tie the Zodiac Braves/Totemas/Espers from the three World of Ivalice games together, since most of the Zodiac Braves (including Ultima) also appear as Totemas in Tactics: Advanced and Espers in XII)

FF CC: No Idea

Orcs: No Idea

Dwarves: Dwarf Lord (Aaglo's Rune Smith) produced by a Hall of the Mountain King SW that requires the unique tech Dwarven Rune Lore.
 
Civs:

FF I:

Light Warriors (Prince Thief Clan Khee'bler); Black Mage, Red Mage, and Sword-Chucks, Yo! (all UUs still need to be done)
Dark Warriors (Chaos Lord Garland); Vampire, Pirate, Dark Elf Blademaster (civ is 100% complete)

FF II :

Fynn Alliance (Queen Hilda); Rebel, Mystic... Need to make Enterprise Airship and the king unit
Paramekian Empire (Emperor Paramekia); Death Rider, Warlock, and Imperial Guard... Need to make king unit and LH

FF III:
Sassoon (Princess Sara); Viking, Magic Knight & Sage (only need to make king unit)
Forbidden Land (Great Tyrand Zande) Skeleton, Lamia & Flying Fortress (100% finished)

FF IV:
Baron (King Cecil); Fabul Monk, Red WIngs & Kain's Dragoons (need to do king unit)

FF V:
Tycoon (Queen Reina); Berserker, Sorceror, and Hiryuu. (need to do king unit)

FF VI:
Vector Empire (Emperor Gestahl); Imperial Trooper, Imperial Magitek Armor, and Sky armor (100% complete)
Returners (King Edgar); Narshe Guard, Returner and Esperling (also 100% done)

FF VII:
Shinra Corporation (President Rufus); GrossPanzer, SOLDIER, and Attack Sub (only need king unit now)
AVALANCHE (Commander Cloud); Freedom FIghter, Wutai Ninja & Highwind Airship (100% complete)

FF VIII:
Estar (President Laguna); Gesper & Ragnarok thus far (Estar Soldier open to anyone who is willing to make it... also need to make a Laguna Loire king unit)
Garden (Commander Squall); SeeD, White SeeD Ship and Forest Owl. All that's needed to be done is the Squall Leonhart King unit.
Galbadia (SOrceress Edea); Galbadian Soldier, Battle biker & Iron Clad hovertank. Needs Sorceress Edea king unit

FF IX:
Alexandria (Princess Garnet); Knights of Pluto, Ship of the Line, and Alexandrian Holy Knight (need to make the Dagger king unit)
Lindblum (Regent Cid); Hilda Garde III, Tantalus Thief, and Burmecian dragon knight SUPPOSEDLY under construction by Dease, also need king unit.

FF X:
Yevon (Grand Maester Mika); Warrior Monk, Yevon Guard & YAT-97 (need to make a Mika king unit)
Al-Bhed (Chieftess Rikku); Machina, Heavy Machina tand Al Bhed Machina Hunter 100% complete

FF XI:
Federation of WIndhurst (The Star Sybil); Cardian, Mithra Ranger & Mithra Ninja (need to make Sybil king unit, as well as finish up Mithra and TaruTaru flavor unit lines)
Republic of Bastok (President Karst); Republican Paladin (to be replaced by Galka Paladin), Gold Musketeer & Mithril Musketeer (need to make Karst king unit, and some Galka flavor units)
Kingdom of San d'Oria (Prince Royal Trion I); San d'Orian Guard, Royal Lancer & Temple Knight (need to make Trion king unit)
Grand Duchy of Jueno (Grand Duke Kam'lanaut); Freelancer, Tenshodo & Ducal Guard (need to make Kam'lanaut king unit)
Empire of Aht Urhgan (Grand Vizier Razfahd); Blue Mage, Corsair, (Need to make a Puppet unit). Also need to make LH (Probably will use Riptide's Arab swordsman as the king unit)

FF XII:
Dalmaca (Princess Ashe); Knights of the Order, Sky Pirate, Pirate Airship (Balthiers ship) coming soon...

Archadean Empire (Emperor Gramis Solidor); Imperial Swordsman (used the Firaxis Crusader, and it looks just like the guys in the game), Air Dreadnought (just fininshed), and Judge Magister (I may use the Firaxis Medieval Infantry, since it looks like one of the Judge Magisters from FF XII).

FFT:
Lesalia (Princess Ovellia); Hokuten Knight, Nanten Knight and Mediator (Need Ovellia king unit)

FFT:A:
Bervenia (Clan Boss Marche); Bangaa Templar & Blue Mage done, Viera Assassin will be made in the fairly near future (along with a whole line of Viera Defensive flavor units, which will also be used by all the other World of Ivalice civs)... also need Marche king unit.

FF CC:
Alfitaria (Princess Fiona); Clavat Red Mage, Selkie Thief & Liltie Dragoon (needs Fiona King unit)

Other:

Orcs (King Vatgit); Protector, Warchief and Warmachine (currently using TGA's Dreadnaught as placeholder, new Warmachine under construction), as well as all flavor units.
Dwarven Kingdom (King Giott); Dwarven Fire Ship, Bearded Warrior, and Giott GI-1701 MBT (all king and flavor units done)

LHs to re-do:

Rufus Shinra: Flickering lighting, bad lighting, and he COULD use a better hair prop, but if I can't find one, I won't change it.

LHs to DO:

King Cecil of Baron

Grand Vizier Razfahd

Regent Cid of Lindblum
 
List of possible summoned units (game specific):

Coming soon.

Okay, you can post now... I'll try to update these first 4 posts as the mod progresses to keep things kind of organized....
 
This new thread was needed. When do you estimate to complete FF? I admire your patience anyway, I don't think I could work for a two year project (Midgard was finished in about four months).
 
Hopefully by the end of September.....

I've gotten quicker at unit making, and some of the new units out filled some king unit gaps quite nicely....

I still have to set the tech tree for the modern era, as well as assign unique techs for each game (and a few special cases), that allow creation of game-specific summoned creature spawning small wonders....

I also have a bit more work to do for the advisor/civilopedia screens, in order to make them more FF-like.

I'll be updating the list of possible summoned creatures, and ask for suggestions on which game to put them for (well, the ones that I don't have pretty much already determined).....
 
Oh, this is awesome. As you can tell......ffman, lol.


What will this work on? I've only got the Vanilla Civ III - 1.29. That ok?
 
Okay, I've managed to get the city and most of the unit/UU lists done for the FF II civs....

The Paramekian Empire, with Emperor Paramekia as leader, will have the Death Rider (the only horse unit in the mod, other than Odin :lol: ) as a replacement for the Chocobo Knight, the Imperial Guard (Chaos Halberdier) as a replacement for the Swordmaster, and the Warlock (MRTN's red color conversion of the Sith Master) as a replacement for the Samurai.

They will also be getting a whole new line of defensive flavor units, which will be shared with the Orcish Horde, Dark Warriors, and the Forbidden Landers (i.e. the REALLY evil civs); Ogres! First era will be the Ogre (Aaglo's Ogre Bull), second era will be the Ogre Chieftain (Ogre Irongut), third era will be the Ogre Gunner (Leadbelcher), and finally the Ogre Heavy Infantry (LMR's Ogryn)....

OK, here's the breakdown for the Fynn Alliance: they will have the Enterprise, which replaces either the Steam or Modern Airshi, and really kicks some butt. They will also have a Rebel unit (UtahJazz7's Gerneric Asian Swordsman), and something else for the third UU.... Not sure what at this point.
 
Ooooh aaaahhh! The fresh smell of a brand new thread. :)

The new FF III for the DS is only couple months away, surely there'll be some new info out of that game. As for the 31st civ, I'm not sure what you should use, one from Xenogears would be cool. Weren't you thinking about making a civ from Fullmetal Alchemist?
 
Yes! That7s still a distinct possibility (especially since I have the perfect props for making a Lt. Hawkeye unit, and possibly an Edward Elric (State Alchemist) unit), especially since having a Fuhrer President King Bradley LH and King unit would r0x0r!

BTW, I've currently finished the model for an Elvaan Sniper (female, again, due to the fact that none of my male figures have what would be a good modern Elvaan outfit), which looks kinda like a blend of a late-19th century and WWII style.... I'll be posting previews in my unit creation thread soon, along with previews of my next few projects....

I'll also be doing an Elvaan Gunner (musketeer), as well as re-doing all the animations for the Ivalician Mediator and the Sniper, since I finally had enough time to make a two-handed gun carry run animation.
 
A long time ago I promised these. Not sure if you still need them, but here are a couple of reference pics for Archduke Kam'lanaut of Jeuno.

Edit: Pics removed due to my stupidity. Please see odin's post below.

:)
 
:blush: You're right. I checked the leaderhead library. I don't remember that one. I don't know how I missed it. :blush: Sorry.
 
Back
Top Bottom