Final Fantasy Mod Progress Thread, Part III

I thought your sugar resource was rice in the unmodded game :hmm: Anyway, thats the one I meant.. Huts look better :)

So you like this version? Or should I try and grab Casus Belli & Amesjustin's bamboo resource, do some C&P with the "cattail" heads that I modded on the corn, and re-do this thing?

Also, the Sugar Cane is Sugar in the Default Civ 3 Conquests. ;)
 
Casus belli & Amesjustin's Bamboo are already that color ;) Also, I'll have a few tufts of the regular sugar cane in with the cattail heads on, since cattails are a nice, dark green, whereas reeds are a kind of blue-gray green......
 
Okay, here's hopefully the LAST version of the Qu marsh:
 
Glad you like it :goodjob;

This latest version actually LOOKS a lot like I remember the Qu's Marshes from FF IX....

BTW, here's the latest and greatest Resources file, with a new, improved pearl resource, thanks to Cassus Belli:

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And here's a (pretty much) final list of resource buildings (buildings that require a resource in city radius):

Iron: Foundry (makes sense, and I could even have a foundry a prerequisite for building the Bastok Metalworks SW, which currently requires Iron in the city radius anyways) (Graphics available from Age of Empries II, for a full 5-culture set)
Materia: Makou Reactor (already implemented)
Hot Springs: Hot Springs Resort and Geothermal Plant (already implemented)
Relics: Archaeological Dig, which can serve as a prerequisite for a Bone Village Great Wonder (I even have graphics prepared from when I was thinking about adding that earlier, but never gor around to it) (Graphics available from Ukas)
Mythril: Mythril Mine (definitely makes sense, since Mythril is so valuable) (Can use the Cursed Pit graphics from the Warhammer mod)
Coal: Coal Mine (again, makes perfect sense) (Could be made by modifying one of Rufus T. Firefly's mine buildings, probably gold or silver)
Chocobos: Chocobo Ranch.... No ifs, ands or buts about it either: This one's definitely canon, and for at least 3 games in the main series, too! (graphics available from Spacer One)
Gems: Gem Mine (again, a no-brainer, here... Gems are valuable, so having some kind of special improvement for them makes perfect sense) (graphics available by Rufus T Firefly)
 
Ok, I've been screwing around with the mod again, and have come to the following conclustions:

1: Too many strategic resources, so I got rid of the one that had the least number of uses, namely the Artifacts, which I changed into a bonus resource.

2: I have plenty of building slots open, so I decided to go with the treasure-producing buildings, as well as set certain "pirate" type UUs (Al Bhed Machina Hunters & Aht Urhgan Corsairs) as well as "Army" units (Hero Parties, Mercenary Companies, and Barbarian Hordes) to "enslave" defeated units as treasures. Treasures are flag units, which, in the normal, non-vp game mode will be cash items (worth 500 gil each!) The buildings don't produce treasures very frequently (about twice as many turns are required as compared to the Age of Discovery scenario), and all require certain resources within the city radius.

The buildings (so far) are:

Gem Mine (boosts tax revenue, treasure every 10 turns, requires gems in radius & Metal Working) - Implemented
Mythril Mine (boosts tax revenue and production, treasure every 10 turns, requires mythril in radius) - Implemented
Coal Mine (boosts production, treasure every 15 turns, requires coal in radius) - Implemented
Iron Foundry (boosts production, treasure every 15 turns, requires Iron in city radius) - Implemented
Spice Factory (boosts tax revenue, treasure every 15 turns, requires Spices in radius & Currency) - Implemented
Herbalist's Shop (makes 1 person happy, treasure every 15 turns, requires herbs in city radius & Philosophy) - Implemented
Oil Refinery (increases production, treasure every 10 turns, requires Oil in raduis)
Distillery (makes 1 person happy, treasure every 15 turns, requires Sake in radius & Pottery)
Ivory Carver (increases tax revenue, treasure every 10 turns, requires Elephants in radius)
Silk Weaver (increased tax revenue, treasure every 15 turns, requires Silks in radius)
Incense Shop (increases tax revenue, treasure every 15 turns, requires incense in city radius)

Also, I've been thinking, and I've decided to split the offensive base unit line into three, starting in the Middle Ages, and have one line each for good, neutral, and evil civs.... Granted, some of the more good-leaning neutrals (Alexandria, Esthar and Lesalia) will have the good unit line (although Lesalia has an entire offensive UU lineup, it will be based on the base unit's stats for the good line, as opposed to the neutral line), and some of the more neutral-leaning evil civs (Galbadia, Shinra & Jeuno) will have the neutral unit line

The pic below depicts the entire offensive unit line, with the first two in the ancient age, then 1 each for the three branches in the last three ages.

from left: Fighter, Knight;

Top Row (Good): Paladin, Sword Master, Samurai (all implemented)
Midddle Row (Neutral): Sell-Sword, Mercenary, Ronin
Bottom Row (Evil): Dark Knight (implemented), Blade Master, Warlord

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Please tell me what you think!

ALso, I'll be working on new versions of the Mithra Sniper and the Esperling (Terra) once I get all these new buildings and units added.
 
Hmmm.... Looks like I'm going to have to post another teaser to get some kind of feedback around here:

First of all, I've added several more treasure buildings, and found that you have to have "Capture the Princess" set in order to get any benefits out of the treasures (even though they are still auto-produced and siezeable in the normal game mode), but that's no big deal... I had to edit the scripts.txt and labels.txt to change all the references to the princess to the treasure units.

Anyways, here's a preview of the treasure buildings done so far:

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Top Row: Ancient/Medieval Distillery, Industrial/Modern Distillery, Ancient/Medieval Weaver's Shop, Industrial/Modern Weaver's Shop, Herbalist
Middle Row: NA Iron Foundry, Euro Iron Foundry, Med Iron Foundry, ME Iron Foundry, Asian Iron Foundry
Bottom Row: Spice Factory, Coal Mine, Mythril Mine, Gem Mine, Oil Refinery.

The Distilleries & Weaver's Shops were converted from some Civ IV Colonization II concept art :lol:, the Foundries were converted from Age of Empires II: The Conquerors, and the Coal Mine was my modification of one of Rufus T. Firefly's mine buildings.

If anyone is interested, I could release these buildings (along with a few others I'm planning on making) in a "Resource Buildings" pack.....

Also, I was wondering if anyone knows where I could find a clip of the "Hymn of the Fayth" music so I could replace the default sounds they have for when you sacrifice units (in this mod, sacrifice has been changed to "transform unit into a Fayth", and I'm going to be making a new "sacrifice" button that has the Yevon symbol on it for transforming units to Fayth for culture)

Also, if anyone could help me with trying to find the following buildings:

Ivory Carver's shop
Perfumery/Incence Maker/Incense Seller
Rubber Plantation

I've also finished implementing the Good/Neutral/Evil offensive lineup split.

Basically it runs down to this: Neutral has the Offensive line's base stats, Evil offensive units get -1 def and +1 off, and the Good offensive units get -1 off, and +1 HP (as do all UUs based on them)

Also, there is 1 evil faction (Jeuno) and two Good factions (Bastok and Garden) that get the Neutral unit line, due to those factions' rather mercenary nature (although Bastok has all the base units replaced by UUs), and there are three neutral factions (Alexandria, Lesalia and Esthar) that get the Good unit line (due to them being more good-leaning, although Lesalia has the entire line replaced by UUs).

That's all for today. ;)
 
Well, if you'd like me to keep up with the Evil Offensive line's "big choppy thing" weaponry, I could use Sandris' Hsia-Hsia halberdier as the warlord (actually, that unit looks like one of the Chinese warlords from the various Romance of the Three Kingdoms games (San Goku Shi 三国志)).......

And what do you mean that sandris is going to mess with my head soon?!

Oh, and I've been testing the treasures in-game, and I gotta say that they're pretty handy (I've got 4 sources of Spices right outside my capitol, and a source of herbs near one of my other cities, as well as some rubber, but I don't have the rubber plantation implemented yet), and I've got three treasures cashed in so far....

Looks like the "Treasure Hunter" mode (which I'm going to reccomend to be set to default) might actually make using spys and/or attempting to steal technology worth it (I'm running research at 100%, have 0 income, and have got almost 1500 gil in the bank :lol:)
 
Bad News, guys!

My main modding computer is acting up.... By the way its acting, it looks like some kind of power supply problem (i.e. it would start booting up, but when it would attempt to access one of the DVD drives, it would shut down and re-boot and just keep doing this), but if it is something worse (i.e. processor or main board going ker-flooey), I may have to put the mod on the shelf for a while (until I can get a new motherboard and all that jazz). :(
 
Well, I do, but they're a few months old, however, the problem would not have been with the HD, but somewhere with either the power supply, motherboard or CPU. (not to mention that I could simply access the files by physically moving either one of my hard drives into the internet computer)

It turns out that it was the power supply: I bought a new 500-watt power supply at Circuit city, slapped it into my computer, and it fired right up. When I tore the old power supply apart to see what might have happened (and to gut it for any spare parts I could use), I found not one, not two, not three but FOUR blown capacitors!

Anyways, the ol' comp's back up and running, and the crisis has been averted. ;)
 
Good to hear it. My computer seems to be on its last legs - some of the keys are intermittently not working (2, 4, and q seem to be the main culprits), there is something wrong with the socket where the power cable plugs in so it sometimes flickers between mains and battery power, and the fan has always made a terrible racket even after I had it replaced. Laptops seem to have a lifespan of three years, at least with me. Fortunately I now have a salary so I might be able to replace it within the foreseeable future (maybe with one that doesn't crash unexpectely in the middle of instances) but unfortunately I don't have enough of a salary to be able to get one now!
 
Plot: Yeah, I understand where you're coming from, there.... However, this was NOT the result of natural ageing (although that MAY have played a part in it... the computer is almost 7 years old... well parts of it anyways. It's one of my scratch-built "frankencomps"), but was probably related damage from the power surge that also blew up the line transformer in my stereo (a realatively cheap $25 fix, including the purchase of a Metal Oxide Varistor, cartridge fuse holder and 5 amp cartridge fuses to prevent a re-occurrance of this particular event).....

Anyways, I'm currently working on a new version of the Mithra sniper which will be based on what a Ranger-class Mithra with all the Ranger-specific epic gear looks like (as opposed to the old one, which looked like an armed airline stewardess).... That means that aside from civ-colored areas, she's wearing all black, thus making her an appropriate unit for the season (It's pretty much a requirement to have at least one black-cat girl around on Halloween).
 
ZOMG! Plotinus changed his avatar! :faint: :run:

And he removed that "billions" quote from his sig, and that was a keeper :nono:

Just trying to draw attention to the new version of the African scenario. I'm sure Plotinus and Sentamu will be back at some point.

Anyways, I'm currently working on a new version of the Mithra sniper which will be based on what a Ranger-class Mithra with all the Ranger-specific epic gear looks like (as opposed to the old one, which looked like an armed airline stewardess).... That means that aside from civ-colored areas, she's wearing all black, thus making her an appropriate unit for the season (It's pretty much a requirement to have at least one black-cat girl around on Halloween).

Sounds good. I don't think I'd restrict that final comment to just Hallowe'en though...
 
I've kinda put unit making on hold for now, so I could do some much needed work on the UI... I've got the civilopedia interface done... Let me know what you think:
 
The more I look at your previews, the more I need to wipe away the drool from my keyboard. :D
 
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