Well, I know I promised to do this yesterday, but stuff came up at work, plus I had to finish uploading my latest unit creation.
Anyhow, here's the latest for the Final Fantasy Mod.
First of all, I've finalized the middle ages tech tree and changed the tech boxes ancient and middle age science advisor screen so that they look like FF VII's menu screens:
I've now added two more civilizations from FF VIII, Garden and Galbadia. (I'll add Estar sometime later this week), and even added 1 of their UU's. I've added the Galbadian Soldier for Galbadia which uses NeOmega's Techensai (replaces the Swordmaster & can move 1 extra space), and the SeeD for Garden which uses CamJH's Asha'Man graphics(replaces the Samurai, has offensive bombardment) Other UU's for Galbadia would be the Galbadian Elite Soldier (replaces the Sniper or Samurai), and the BGH251F2 or Iron Clad Tank (which will be among my next three unit projects). Garden's other UU's I'm planning are the Forest Owl (replaces sniper, would hopefully use Rinoa as the basis, most likely post the info in a separate request thread), and either the White SeeD Ship (solar powered heavy cruiser) or SeeD Amphibious Assault Ship (the hydrofoil that Squall, Quistis, Zell and Seifer rode to Dollet during the SeeD field exam).
I'm using Squall Leonhart as the leader of Garden, and I'll be making a Squall leaderhead once I get my unit backlog cleared. I'm using Sorceress Edea as the leader of Galbadia, and I'm using Frenchman's evil witch leaderhead to represent her.
In addition, I've also added a few UU's for civs that I haven't added UU's for and updated other civs.
I've reduced the number of San d'Orian UU's to 4, since I got rid of the Elvaan Dragoon line. The San d'Orians build the Elvaan Dragoon line, and do not require Elvaan to build those units. They still need the forest elvaan to build the elvann archer/ranger line. I've added the Shinra GrossPanzer which has slightly increased bombardment and +1 hp over thestandard Heavy Tank(graphics for which I made myself), and am considering using the Blood Angel space marine that Smoking Mirror made as the Mighty Grunt, but I'd rather have the Highwind be the third Shinra UU (I'm still planning on adding the SOLDIER as soon as I can get the apropriate graphics). I've also added one of Ordalia's UU's, the Firewall Elite. The Firewall Elite was one of the most feared units during the 50 years war between Ivalice and Ordalia, and I have them replace the Samurai, and gave them amphibious assault capability as well as ignore movement cost over hills and mountains. I'm using KinBoat's Man at Arms graphics to represent them, and rather than require Mythril and Materia as standard Samurai do, Firewall Elite require Satlpeter and Mythril.
I've also updated the city lists for Shinra, Yevon, and Al Bhed, so that these civilizations now have at least 18 cities. I've also dug up a copy of the FF Tactics: Advanced strategy guide that I hurled down in disgust earlier, and managed to compile enough data to add Kiltia (which is the civilization that created the Grand Grimoire that Mewt finds). I'll have Marche as the leader (on a side note, Marche and Ashley, the guy from Vagrant Story, must have the same barber), and Mewt, Cid Randell, Ritz, Shara, Montblanc, NoNo, Ezel Berbier and Babus Swan as various Military or Scientific Great leaders. I was also, thanks to the strategy guide, able to come up with a respectable 29 cities for the civ (it would've been 30, but Bervennia Palace is already owned by Ivalice).
Possible UU's for Kiltia would be, Bangaa dragoon line units (I could use some of Kinboats lizardmen with a re-color job for that), Moogle gunner and sniper units, or (and I'm especially rooting for this one) Viera archer/mage type units. For those of you who don't know, the Viera are a race of hot bunny chicks who are good at archery and magic. As a matter of fact, since FF XII seems to be set in the same location and roughly the same time period, I might end up combining the data, but not likely. In any case, I'll include a screenshot of a typical Viera archer in a separate request thread.
I've also added two new minor civ unit lines and resources. The first I added was the Goblins (based in part on FF XI's civilized goblins), which are fast (+1 movement), cheap (-10% shield cost) and weak (-1HP) offensive units that encourage swarm tactics (and yes, I HAVE been swarmed by AI goblins before, the worst part of which was when some of the little runts killed some of my dwarven units, which have a +1 HP BONUS, that I sent after them). The second is the Giant Spider line, which has similar stats and technology requirements as the Chocobo cavalry line, but the spiders have increased attack and cost in addition to one extra special ability (such as blitz or zone of control) and the ability to enslave enemy units as spider eggs, which can then be upgraded to the best type of spider currently available.
I've also re-worked the Elvaan line, since having 9 units available with one resource set (as opposed to 4-6 for the others) would give an unfair advantage to whatever civ had access to Elvaan. I dropped the Dragoon line and gave them to San d'Oria as their UU's, and kept the Archer line and the Elvaan bolter siege engine. I left the Dwarves unchanged.
On a final note, I still can't figure out who should be the leader of Ivalice. Right now I'm using Delita Hyral, but I still thing Ramuza or Princess what's her name (the one who shold've been ruler, but who was "killed" by Delita at the end of the game) Also, should I or should I not include FF Crystal Chronicles (the Gamecube game) in this mod, or for that matter, FF Spirits within (if I still have civilization slots available after adding all the mainstream game civilizations, that is). Unfortunately I can't post a poll, so you'll have to let me know what you think in replies or PMs.
Here's a screenshot from the latest playtest with Shinra in the modern era:
Here's a quick preview of the Minor civ unit lines.