Final Fantasy Mod Progress Updates, Part II

Civ3\PTW\Art\Terrain\x_airfields and detect.PCX
 
Also another question, are you making a specific scenario for this MOD? You know, a world with all the pre-placed cities and continents?
 
Well, I was working with Magus 77 on a FF VII scenario based off this mod, but if he doesn't want to finish it, I will make one myself.
 
So... How's the project going? Any interesting/ critical update? :bump:
 
Well, I'm rendering the final animation for the Imperial Sky Armor (the final UU for the Vector Empire from FF VI). I'm also working on doing a C&P White Mage Unit, that the Order of White Mages SW generates every 10 turns (high defense value unit with low attack)... Basically I'm adding some magic type attack to the Princess unit.

Hopefully, I'll be adding the Light Warriors and Dark Warriors soon.... I have most of the props and stuff for Garland (as well as the Chaos Warrior to use as the King unit).... I'll also be working on the Ivalician Mediator (Ivalice UU, replaces samurai for Ivalice, and can enslave units to create samurais), and the Galbadian Soldier (replaces Swordmaster for Galbadia)... As you can see, I've got a ton of work to do yet.....

Edit: I've got some ideas of how to do summons for FF I and II... You see, since FF I didn't have summoners, and in both FF I and II, the villians were especially evil, I'm giving the FF I and II villian civs a era-none, non-tradeable tech called "Pure Evil" that allows a tech called "Daemonology" which allows a SW called "Gateway to Hell" that produces a Balrog every 10 turns.

The Good Guys get a tech called "True Heroism" that allows a tech called "Way of Righteousness" that allows a SW called "Divine Intervention" that produces an Archangel every 10 turns.
 
No, I've played two games in the WH mod, and brettonia was in both, and the Damsel (Brettonian Mage unit) just uses the princess graphics.
 
Stormrage said:
Oh well, if you give her a magic attack, one of your units just might end up in WH then :)

Heh, I'm kind of surprised that my elven settler didn't make the cut.....

And I didn't get any credit for my Windhurst Lighthouse or Orc LH either :(
 
hmmm... thats really not nice. I knew about the Orc, who doesn`t ;), but I had no idea the Lighthouse of Manaan uses one of your gfx..

I`ll try out your Elvaan in my copy of the mod (I did type my mod, but then it occured to me that people will think of it as somekind of a teaser for my mod, which doesn`t exist. Yet. Cos I`m a "frequent poster" not a modder. So there. No mod. Yet. Like Spacer says, maybe next year :)), and then suggest it in the WH thread. I`m making one of those pretty pictures with lotsa units :)
 
Welll.....

I'm going to definitely use him either as A) a summoned unit for the FF VII civs OR make it so that the Black Materia GW (which allows all civs to summon Meteor once the proper tech, summoning, has been researched), in addition to allowing all civs to build "nukes" (a.k.a. Meteor) it also generates a Sephiroth unit every 10 turns or so....

Anyways, since this thread has been bumped, I'm going to take a few minutes to post an update on the current mod status.

First of all, the number of COMPLETELY complete civs has gone up....

AVALANCHE, The Dark Warriors, Orcish Horde, Dwarf Kingdom and Vector Empire are 100 % complete, in that they all have their King units, flavor units (if applicable) and UUs.

AVALANCHE has Cloud Strife as King unit, and the Wutai Ninja, Freedom Fighter and Highwind as flavor units.

The Dark Warriors have Garland as King unit, the Dark Knight and Villager (which I'll get into later) as Flavor units, and the Vampire, Dark Elf Blademaster and Bikke's Pirates as UUs

The Orcs have Vatgit as King unit, a whole ton of flavor units (see pic further down for details), and the Protector, Warchief and War Machine as UU

The Dwarves have Giott as King unit, a ton of flavor units (more than any other faction, as a matter of fact), and the Giott GI-1701 MBT, Dwarven Fireship and Bearded Warrior as UU

Vector Empire has Emperor Gestahl as King unit, the Villager and Dark Knight as Flavor units, and the Trooper, Magitek Armor and Sky Armor as UUs

The number of ALMOST complete civs (i.e. ones that are missing only a king unit or 1 or two flavor units or 1 UU) have also grown.

ALmost complete civs include the Kingdom of San d'Oria (missing King unit), Jeuno (missing a King Unit), Church of Yevon (Needs a King unit, but I believe that I can get one from the WH mod, since I'm using one of said mod's LH for Mika), Al Bhed (also needs a King unit... Gotta get around to doing Rikku sometime soon), Returners (needs King unit), Tycoon (needs King unit), Baron (needs King unit, but I'm going to use one of the Norman swordsmen from Anno Domini), Sassoon (needs King unit), Forbidden Land Eureka (needs King unit, but I'm thinking of using Riptide's Arab swordsman for that), Alfitiria (needs a king unit), Bervenia (needs King unit), and Ordalia (also needs a king unit)

Mostly Complete civs are as follows:

Bastok (needs king unit and some Galka Flavor units), Selbinia (needs King unit, Galka flavor units and 1 UU), Windhurst (Needs King unit, and some Mithra Flavor units), Alexandria (needs King unit and 1 UU, which I'm working on right now ;) ), Garden (needs King unit and 1 UU), Galbadia (needs king unit and me to finish a better version of the third UU), Esthar (needs King unit and 1 UU), Shinra Corporation (needs King Unit and 1 UU) and Ivalice (needs King unit and 1 UU)

Factions that need a lot of work yet are:

Lindblum; Still needs a King unit and two UUs and the Light Warriors; they also need a king unit and all of their UUs... Fortunately the Light Warriors Flavor unit list is done

Here's a preview of some misc units available to most or all civs, or through wonders or resources:



The top row is (from L-R): Chocobo Knight, Turk (avalable via seeveral SW), Dark Knight (flavor unit available to all evil civs), Meteor (ICBM unit)
Scond Row: Citizen Militia (avaialbe via Democracy specific SW), Bandersnatch (Barb), Torama (Adv Barb), Kraken (Sea Barb)
Third Row is units available with the Goblin Village resource: Goblin Raider => Goblin Skirmisher => Goblin Mercenary => Goblin Alchemist
Fourth row is units available through Bangaa Village resource: Bangaa Tracker => Bangaa Gladiator => Bangaa Lancer => Bangaa Rifleman
Fifth row is units available through the Giant Spiders resource: Bark Spider => Tarantula => Black Widow => Spitting Spider
Sixth row is units available with Dinosaurs resource: Deinonychus => Velociraptor => Vlakorados => T-Rexaur

Here's a preview of misc flavor units (and the San d'Orian, Orcish and Dwarven UUs):



Top row is Bervenian Flavor and UUs: Viera Settler, Bangaa Worker, Viera Sniper, Bangaa Templar, and Blue Mage
Second and Third rows down are San d'Orian UU's and Elvaan Flavor units (for San d'Oria and Light Warriors): Elvaan Settler, Elvaan Worker, San d'Orian Guard (UU), Royal Lancer (UU), and Temple Knight (UU) make up the second row. Elvaan Archer, Elvaan Ranger, Elvaan Marksman, and Elvaan Sniper round out the Elvaan Flavor Units. The last unit on the third row, the Dwarven Worker, starts the dwarven units.
Fourth and fifth rows down are Dwarven UUs and Flavor units:

4th Row is: Dwarven Knight => Dwarven Paladin => Dwarven Berserker => Bearded Warrior (UU), and the Dwarven Settler.
5th Row is: Dwarven Archer => Dwarven Ranger => Dwarven Gunner => Dwarven Sniper, and the Dwarven Fireship (UU), and immediately below the Fireship is the Giott GI0\-1701 MBT (UU)

Last two rows are Orcish Flavor and UUs:

Second to last row is: Orcish Nomad (settler), Orcish Builder (worker), Orc Kommando (marine) and Orc Storm Boys (Jump Trooper)
Bottom row is: Orc Maruader => Orc Protector (UU) => Orc Skullcleaver => Orc Warchief (UU), and last, but not least is the current version of the Orcish War Machine (UU)

Not pictured is a flavor unit I just recently added; the Villager. The villager uses the graphics for DPII's European Serf, and is the worker flavor unit for all the European and Mediterranean civs (the ones that don't already have worker FUs already, that is).

Finally, here's a preview of the third Alexandrian UU: the Alexandrian Holy Knight (replaces Samurai). This unit is basically going to be using the same base figure and animations as my Female samurai, but with different clothes and weapons. Take a wild guess who it is based off of ;) :
 
Glad you guys like it so far.....

BTW, I forgot to mention that because of all the different flavor worker-type units in this mod, I decided to change the second starting unit to a fighter (which EVERYONE can build), since it wouldn't make sense for the Orcs or dwarves to have 1 "regular" (asian type worker that pretty much all the Mideast, Asian and FF VII & VII civs have) worker, and all the rest being whatver their flavor ones are.... However I DIDN'T want to do what ED did with the WH mod: Have you start with nothing but a settler..... I MIGHT, however consider not giving the expansionist civs a free scout (although the fighter that all factions get could be used as a scout), but still allowing them to build a scout unit, which I need some way to make obsolete... Possibly by adding a giant eagle unit that all civs can build later in the game that it upgrades to (the scout unit in this mod is a "Hunting Falcon").

I'm also nearly finished with General Beatrix (or Alexandrian Holy Knight, as she'll be called in the mod), and will be posting her within the next hour or two.
 
Okay, It's been about a month now, so I'm posting some updates to the FF mod that I've made in the meantime.

First of all, I've mad a few changes to the dwarven units:

The Battle Rager has been re-named the Bearded Warrior (in honor of the Bearded Warriors from 8-bit theater), and the Main Battle Tank is now the Giott GI-1701 MBT (as the dwarf tanks in FF IV were called). I've also replaced the dwarven sniper (Embrodead's Thunderer) with a Machinegunner (Aaglo's organ cannon), which I've also given a more machinegun like sound.

Secondly, I'm adding either my Ork-looted Lehman Russ tank or TheGreatApple's Ork Trukk as an orcish Battlewagon (tank flavor unit) to give the Orcs more flavor.

Thirdly, I've got a few more wonders done: I've had a splash for the Black materia (it's the mural of the Meteor falling from the Temple of the Ancients in FF VII), and have now added the various Icons. I have also (as of this weekend) came up with a splash and icons for the 5 Ministries (which are based in Heaven's Tower in Windhurst, and thus the graphics use that building), as well as made graphics for the Shinra Building, Zanarkand Dome, Sorceress Memorial, and made new and improved graphics for the Shinra #26 Rocket....



Top Row (L-R) is the Shinra Building, Shinra #26 Rocket, and Sorceress Memorial Wonder Splashes.
Bottom Row (L-R) is the Black Materia, 5 Ministries and Zanarkand Dome wonder splashes.

Basically, the Shinra Building is sorta like the Secret police HQ, but for Corporate Republic govts, the #26 Rocket = the Apollo Program in the normal game, the Sorceress Memorial = Universal SUfferage, the Black Materia = the Manhattan Project, the Five Ministries = Newton's University, and the Zanarkand Dome = Shakespeare's Theater.

I've also finished implementing the new FF units, including Alexandrian Holy Knight, the New version of the Ship of the Line, the Ivalician Mediator, the Sniper, and a few others. I actually played a game as Alexandria on Monarch, on a small, random world, and won a domination victory in the Modern era... With 1 component on the spaceship left to complete, and am attaching screenshots below.



This first one is a picture of the Kingdom of Alexandria in the Modern Era (a.k.a. the Age of Machina), with the infamous Makou cannon over the city of Alexandria. If they'd have had that during FF IX, they would have been able to kick Kuja's butt, and destroy the invincible without much problem.....



This next picture, you can see some of the Forbidden Land's modern UUs in action (Forbidden Land Flying Fortresses guarding their cities), as well as a good mix of other modern era units (Forbidden Land and Alexandrian Snipers, Advanced Airship, Death Machine, Bangaa Marksman, Marine and the Mobile Artillery)... If you couldn't tell, I was at war with the Forbidden land, and I was 1 turn from wiping them out (I had their last city surrounded) when I hit the domination limit and won.



This is a nice pic of my Holy Knight Army about to crush La Theine.... Shortly after which they overran Ronfaure, taking San d'Oria out of the picture.



....As if Rikku could actually win that bet :lol:

My next major projects are to replace the few remaining wonders that need replaced (Hoover dam, Longevity and the UN), as well as come up with graphics for the ones that have already been added and need graphics (Zidane's Voyage, Rin's Travel Agency), add the factions from FF II, finish up the Chocobo line, finish adding the remaining UUs for the factions still needing ones, finalizing the Modern era tech tree and summons, and add the remaining King units.... Then just a bit of civilopedia editing, and this mod will be going beta.

Of course, as always, help is appreciated (thanks for doing the Shinra Sub, Orthanc!)
 
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