Final Fantasy Mod Progress Updates, Part II

Odin: In Final Fantasy, a paladin is a warrior job class that uses White/Holy magic as well as big swords and stuff, and a dragoon is a warrior job class that specializes in spears/polearms, and can do extreme amounts of damage by leaping high into the air, and slamming their spear into their opponent. In addition, dragoons also have some nifty support abilities like Rei's Wind (which casts the spell Regen on all allies), Lancer/Lancet (which steals some of the enemy's HP and MP and adds it to the dragoon's own), etc. That's why I've given the Dragoon units equal attack and def (but not as high att or def as a unit that specializes in one or the other) as well as a 2-tile bombardment (to symbolize the dreaded dragoon jump attack). Whether they're riding a Chocobo or not is irrelevant to the title for their job class.

As for the Dragoons, depending on what Final Fantasy Game you play, they've been called Dragoons, Dragon Knights, and Lancers (FF V)

Qwerty, the reason I'm making Ramuza the leader despite the fact that backstabber Delita became king in the actual game is (a) Ramuza only saved the entire world, after all, and (b) I ran a poll that had a choice between the old King who died near the beginning of the game, Delita, and Ramuza, and Ramuza won...by one vote (my tiebreaker, since it was a 3-way tie and I personally don't like Delita because he was a backstabber and an *******). If you'd have voted for Delita, when the poll was open, then I'd be making him instead. As for the FF V info, bring it on. Just so you don't do any more work than necesary, here's the info I've dug up so far:

Leader of Tycoon: Queen Reina

MGL: Bartz Klauser, Galuf Doe, Faris Schewiz

SGL: Cid, Krile Baldesion, Guido

UU's: Hiryuu (need some pics, will replace one of the Airship line units for Tycoon), need ideas for Two more.....

Traits: No clue as of yet...

Cities:

Tycoon Castle
Carwen
Tower of Worus
Jacole
Lonka
Karnak
Istory
Tule
Crescent
Lix
Pirate's Cave
Surgate Castle
Shoat's Forest
Mua
Kelb
Hiryuu Valley
Castle Bal
Rugar
Fork Tower
Mirage
Guido's Cave
Phoenix Tower
Kuzar Castle

Oh, and for your viewing pleasure (note: I'm working on the PCX files right now, and should be finished with that in about half an hour or so, after which I'll be uploading the files):
 
Hi, I really like FF and I am glad you are making this Mod.

I would like to make some suggestions for more civs, because form your previous screen, its a bit jarring having a FF civ next to a real Civ :)

how about using chrono trigger?

its not FF, but its made by square and close enough

a great thing about chrono trigger, are the eras, and the units you can use

Prehistoric era:
Units: Dinosaurs: should have been included in PTW
Caveman: graphic warrior
Ayla, character: graphic: amazon

10,000 BC:
This was actually a more advanced era in the game, before everything was wiped out by lavos - place in the industrial/modern age? or put in ancient age for kicks:)
Units: guardian robots graphic the yevon robots, or robots form starwars
3 wise men(melchior, gaspar, balthazaar) : mage from fantasy Mod


Middle Ages
Units: Frog, character: graphic: lizard men from the warhammer Mod
Ozzie(he was a boss): fat lizard man from warhammer Mod
Magus: vampire warrior from warhammer Mod

Present
Units: Chrono: samurai graphic
Marle: graphic: laura croft
Luca:

Future
Units: Robo
Various Robotic units can be used

Cities:
Truce
Guardia castle
Dirino
Porre
Ioka village
Reptile lair
Magus castle
Ozzie's Fort
Choras
Fionna's Villa
Commons
Sun keep
Trann Dome
Bangor Dome
lab 16
Arris dome
lab 32
Keeper's Dome
Geno Dome
Proto Dome

Cities:
it would be interesting to have the cities change as vastly as they did in chrono trgger. a mod of the cities perhaps? It can go from aztec style huts(prehistoric perios) to high tech bibble cities( im sur there is a mod somewhere on future cities)
 
Hey, thanks for the Chrono trigger info. If I run out of FF civs before I hit the 31 civ mark, I'm going to include other Square games like Seiken Densetsu (legend of mana/FF adventure), Chrono Trigger series, Xenogears (most likely :D ), Star Ocean, and Skies of Arcadia (The main civs from that game will all most likely have their own completely unique Airship lines :lol: )

Anyways, I'm posting a couple of updates:

First, I've been scrounging the forums, CDG, and GIdustin's site for units, LH's etc. This is what I came up with:

I'm adding (or have added) the Returner Civ, and two of it's UU's: the Returner and the Narshe Guard. I'm using Smoking Mirror's Blue uniformed Imperial Guard as the Returner, and CamJH's Red Shield Aielman as the Narshe Guard.

I'm in the process of adding the Vector Empire (unfortunately the city and GL list I made got deleted, so I'm forced to go back to previous entries in this thread and throw the list together). I've downloaded Piernik's Polish LH for use as Emperor Gestahl, and I've already got two UU's set: I'm temporarily using Level's mech walker as the Imperial Magitek Armor until Bhiita gets around to finishing the one he's doing over at CDG. I'll be using the PTW extra pack's WWII German Rifleman as the Imperial Trooper (since they are spot on matches from the screenshots I've seen). If I can get a good Screenshot of the Magitek Sky Armor, I'll be doing that eventually.

I've also dowloaded Kinboat's Blue dragon for use as Tycoon's Hiryu UU (when I get around to adding the civ to the game, that is), and I'm using CamJH's Itallian foot knight as the Generic "Paladin" unit, for which I was previously using Kinboat's Cuchulain unit (I'll most likely use that unit for one of the other civ's UU's). I'll most likely end up using that other unit CamJH is making (the one in his current avatar with the gold design on it's armor) as the Paladin, and make the Itallian Foot Knight a Knight of Pluto, one of Alexandria's UU's, but that remains to be seen.

I've also downloaded Utahjazz7's Heavy Legion for use as Ivalice's Hokuten Knight (Ramuza's Knights), and I've already added Kinboat's Landskneckt as the Nanten Knight (T.G. Cid's Knights), which the Hokuten Knight upgrades to.

I've got a few other units that I've downloaded, which I'll also most likely be adding over the next several days (while working on my unit projects).

In addition, I've got a number of FF unit projects in the works. I've got models done or almost done for a Windhurst Cardian UU (Bryce), AVALANCHE Wutai Ninja UU (Poser, looks just like Yuffie), Ivalician Chemist (Musket chick with civ-colored beret & skirt, and wearing medium armor, also done in Poser), and what shall be my next unit project after the Land Battleship for the Steampunk Mod: The Windhurst Mithra (cat-girl) Ninja, a quick preview of which I'm posting here:
 
*falls over dead* c-c-c-cat girly....

Eventually... I'll want to see a complete unit line of Cat girlies, you know... And a leader head.. and.. a real one...
 
Goldflash said:
*falls over dead* c-c-c-cat girly....

Eventually... I'll want to see a complete unit line of Cat girlies, you know... And a leader head.. and.. a real one...

I was planning on maybe eventually creating a whole line of Mithra minor civ units (that would require a Mithra village resource), in addition to the Windhurst UU. That said, I'm going (over the next few days) create a "Dinosaur Eggs" resource that allows production of Dinos (since dinosaurs have appeared in almost all the Final Fantasy games), as well as a Bangaa village resource that allows training of Bangaa units (in addition to the one or two that will be UU's for Kiltia, the civ based on FFT:A). I'll be using Kinboat's Lizardmen to represent the Bangaa.

Speaking of changes.... I've made a few more adjustments/additions to the mod. For one, I've finally figured on what to do with Magellean's voyage; I've re-named it as Zidane's Voyage, since Zidane Tribal & crew travel around the world on the Blue Narcissus in an attempt to hunt down Kuja and the Hilda Garde I. After doing some serious playtesting, I've decided to make Cid's Workshop a small wonder. The reasoning behind this is that I don't have as many steps for unit upgrades, and when upgrading from middle to industrial age units, for the cheapest (dragoon line), unless you have Cid's Workshop, you're looking at shelling out at least 150 gold, and for upper end units, the price only gets even more riduculous. Since having Cid's Workshop under this kind of circumstances gave the civ that builds it a severe advantage (especiallially if they also have the Alexandria Castle), I decided it was best to make it a small wonder... Besides, there's at least one inventor/engineer guy named Cid in every single Final Fantasy game, so this actually makes more sense in the long run.

I've also made the Minotaur (built by the Tomb of the Unknown King wonder) and the Crusader (built by Lord Mi'ihen's Crusaders wonder) eventually upgrade into something useful. The Minotaur upgrades to a swordmaster (or whatever UU your civ might build instead),since they're all but completely obsolete by the Industrial age anyways, and the Crusader upgrade to a Samurai (and UU variants), since Crusaders are way out-classed by the modern era. I've also changed the game start to 1 AD (Apocolyptic Dating, or "After Destruction" as some smart-alecks call it) to symbolize the year that re-building from the great cataclysm started, and I've quartered the length of time that passes each turn (i.e. instead of 50 years going by for the first 20 turns, it's only 12 and so on), so that you don't have some utterly ridiculously high date (say 4500 AD) by the time the game ends. Also, to accomodate those changes, I made culture for improvements and wonders double every 250 years instead of 1000 years.

I've also made a few minor unit adjustments, for instance, I've added sound for a few units that didn't have any, I've added Wyrmshadow's Nautilus (torpedo attack only) as the default submarine, renamed the tech "Theory of Gravity" to "Natural Sciences," renamed the SETI Project to the Dollet Comm Tower.

I've been testing and tweaking the mod (as well as travelling out of town to get my car back from my uncle, who was kind enough to look after it while I was deployed to the Persian Gulf), but I'll be back to unit making full time tomorrow, and I hopefully will have the Land Battleship done by Christmas or the day after. Once I'm finished with that, I'll be adding the finishing touches to the model of the Mithra Ninja, after which I'll commence to bugging the hell out of Kinboat and the other Poser users when I run accross a stiky spot in the unit animation process.
 
Okay, I've got some fairly big news for this update!!

First of all, I've added a full dinosaur lineup to the mod as well as a dino resource. The dinosaurs have similar stats to the equvalent chocobo units, but +1HP and slightly increased defense. The dinosaurs you can build are (from earliest age to latest): Deinonychus => Velociraptor => Vlakorados => T-Rexaur.

I''ve also added the civilization of Kiltia (FFT:A) with Marche Radiju as the leader, and I'm in the process of adding Kinboat's Sword Saurus as one of the UU's: the Bangaa Templar.

Speaking of Bangaa, I've created a Bangaa resource which allows civs to build Bangaa units (Kiltia doesn't need Bangaa to build its UU, though). I've also just finished adding the civilopedia entries and adding the units to the game.

The bangaa unit line has similar stats to the various civs dragoon unit lines, but they can move +1, and ignore move cost through mountains and hills.

Bangaa units are (from earliest to latest): Bangaa tracker (dart skink), Bangaa gladiator (spear skink), Bangaa Lancer (Pike Saurus), and Bangaa musketeer (Saurus Musketman).

In addition, the Kingdom of Ordalia is now complete. I've already had the LH and one of the UU's, but I've just been struck by inspiration and finished out the UU lineup. I've changed the useless explorer (by the time you can get the unit, 90% of the land has already been explored, besides Airships have the same movement rate and are armed to the teeth so they can actually defend themselves against barbs they may run accross.) into the Ordalian Royal Knight (replaces the Paladin for Ordalia), which has the same stats as the unit it replaces, but a slightly increased defense, making it a good balanced unit. The Royal Knight upgrades to the Crown Guard (replaces the Swordmaster for Ordalia), which has the same basic stats, but again an increased defense. I used Steph's Russian 18th Century Officer converted from Fight Back. I had to make my own Units_32/Civilopedia Icons and fix some bugs in the animations (I'll be posting the fixed unit soon), but it fits right in (looks remarkably like pics I've seen of the Fencer Job class from FFT). Finally, the Crown Guard upgrades to the Firewall Elite (replaces the Samurai for Ordalia). The Firewall elite has a very slightly increased defense, but it has the ability to ampibiously assault enemy bases, and offensively bombard enemy units. I used Kinboat's Man at Arms graphics for this unit, and it requires Saltpeter and Mythril rather than Materia and Mythril.

In addition, I'll be adding the Kingdom of Tycoon (from FFV) with Queen Reina as leader, and Bartz, Cid, et. al. as various great leaders. I've got Kinboat's blue dragon lined up as the Hiryu UU (replaces the advanced airship for Tycoon). I've also managed to pick up a copy of the strategy guide for FF & FFII for the GBA, and have started compiling info for Cornellia. Be forewarned: since details for FFI are rather scanty (i.e. the main charachters didn't even have any names), I'm basing a lot of it off of 8-bit Theater, and I guarantee that one of the UU's will be.....SWORDCHUCKS, YO! (I have Kinboats legion sword prop as well as a nunchuck prop, and all I have to do is parent one sword to each handle.....)

Soooo..... Anyways, I'm going to be taking 10 days of leave to visit my uncle in Utah, but I'll try to check in every once in a while. Once I'm done making these additions, as well as the next two units that I'll be announcing, I'm going to start a playtest game which I'll chronichle in the Stories and Tales forum. Therefore, I'm listing every civ, along with their traits, UU's added thus far (every civ except Lindblum has at least one) and Culture group, and I'll let you guys decide which 8 you want in this game. The game is going to be set in a Standard sized map with standard victory conditions and everything else random. I'll select one of the 8 you guys pick as the one I'll play.

The Elligible civs are:

European Culture Group:

Republic of Bastok; Scientific, Industrious, Expansionist; Bastok Paladin, Bastok Swordmaster, Bastok Samurai.
Kingdom of San d'Oria; Religious, Seafaring, Militaristic; Elvaan Gladiator, Elvaan Lancer, Elvaan Dragoon
Kingdom of Baron; Religious, Expansionist, Militaristic; Red Wings, Kain's Dragoons
Returners; Scientific, Industrious, Agricultural; Narshe Guard, Returner
Vector Empire; Militaristic, Expansionist, Scientific; Imperial Trooper, Magitech Armor

Mediterranean Culture Group:

Regency of Lindblum; Scientific, Commercial, Industrious; No UU's so far
Grand Duchy of Jueno; Religious, Commercial, Seafaring; Duchal Guard
Kingdom of Ordalia; Scientific, Agricultural, Seafaring; Royal Knights, Crown Guard, Firewall Elite.
Kingdom of Ivalice; Expansionist, Religious, Agricultural; Hokuten Knight, Nanten Knight (hopefully will have the Chemist done soon).
Kingdom of Alexandria; Militaristic, Seafaring, Religious; Ship of the Line.

Mid East Culture Group:

Al Bhed; Scientific, Commercial, Seafaring; Machina, Heavy Machina
Kiltia; Militaristic, Religious, Commercial; Bangaa Templar
Church of Yevon; Religious, Expansionist, Seafaring; Warrior Monk, Yevon Guard, YAT-97

Far Eastern Culture Group:

Federation of Windhurst; Religious, Agricultural, Seafaring; No UU's as of right now, but should have the Mithra Ninja done by the time I get back from vacation.
Kingdom of Tycoon (From what I've seen, FFV has a more asian flavor than most FF games); Religious, Agricultural, Commercial; Hiryu

FF VII/VIII (NA) Culture Group:

Shinra Corporation; Scientific, Militaristic, Industrious; Grosspanzer
AVALANCHE; Militaristic, Religious, Agricultural; Freedom Fighter
Republic of Galbadia; Militaristic, Scientific, Expansionist; Galbadian Soldier
Garden; Scientific, Militaristic, Seafaring; SeeD

And to cap this update off, a full-sized screenshot showing the new Dinosaur resource, Deinonychus unit, and some of the new labels.txt entries (money is now listed in Gil rather than Gold, and the dating is PA (Post Apocolyptic) rather than BC/AD. Also note the den of Giant Spiders beside Bikanel (it's a good thing that I had the dinos and giant spiders available in that short test session, since the nearest Iron was two countries away :lol: )
 
Hi, all!

This is my first post here -- glad to be part of the community. :)

I'm something of an FFT junkie, so I'll be thrilled to see Ivalice as a civ. On a slightly off-topic note, does anyone think that FFT has some definite scenario potential? The Lion War would be awesome in multiplayer -- can you imagine the diplomacy between the Crown, Larg, Goltana, the Church, and the neutrals (e.g. Barinten)?
 
Well, If you'd direct your attention to the preceding post, I've added Ivalice with King Ramuza and 2/3 of its unique units: the Hokuten Knight and Nanten Knight, and I have a 3rd UU in the works: the Chemist (replaces the Sniper for Ivalice, has offensive (and defensive) bombardment and +1 HP). All I need to start working on her is a good non assault type rifle prop. I've also got Ordalia (from the 50 years war), and Kiltia from FF Tactics Advanced. I've been trying to find more info on Romanda, but have come up dry thus far. When FF XII is released stateside, I'll hopefully be able to add some more FFT type civs.
 
Thanks, so any input on which civs I should include in my upcoming public playtest game (I'll be posting the game results, start to finish, in the stories and tales forum)? I'm kinda leaning towards Al Bhed or AVALANCHE myself, but whatever.....
 
As far as I know, there's zip on Romanda besides three things:

1) Their architectural style is different from Ivalice's -- I think it relies on spires, but I'm NOT sure about this.

2) I think the basic gun in FFT is the "Romandan Gun" -- maybe they could have some kind of gun-wielding UU?

3) Their invasion of Gallione (northwestern Ivalice), just across the straits from them, carved a swathe through the defenders before they were forced to retreat after 2 or 3 years due to plague.

By the way, the hero of FFT is "Ramza", not "Ramuza". :)
 
"Ramuza" is how it's written in the Japanese version. ;)
 
I'm working on a FFT-Only mod, but progress has stopped since I haven't been able to use PTW for about 6 months now. (My disc broke in the drive, and I still have yet to replace the drive.)

Anyway, I'll get into FFV and dig up some info on the second world's kindgom(potential for 2 civs from FFV here). Add Mid as a SGL too. As far as UUs go, unfortunately I don't think it's possible, but perhaps an Ancient Airship that can go over land and water. The ship could also go underwater, so if you can't make it go over land and water, make it submerged but able to do bombing missions or something(perhaps a very large operational range for bombing, low power but high RoF).

Anyway, hopefully I'll have cash to go out and buy conquests within the next 3-4 months so work on the FFT mod can resume.
 
Whee its my first post between this and the wh40k mod i had to join :) ... back on topic now, Glad you're doing a major mod like this good job so far! :goodjob: I would offer to help out with units but my past attempts have shown me that i should cut off my hands if i ever try again :suicide: so until then if you're still doing the Tarutaru Black mage heres an ingame pic of some of the nicer looking armor (if it doesnt work forgive me not quite sure how it goes on this site) edit: oh yeah i know its small but i'm so short in game if i try to blow it up the res starts gives out pretty fast
 

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Wow, I leave town for a week, and this thread gets swamped :eek:

Okay, here's the latest juicy bits: I still haven't added Tycoon as of yet, but I've prepared one of their UUs for the adding (I'm using Kinboat's blue dragon as a Hiryu which will replace the Advanced Airship for Tycoon). The appearant lack of progress was due mostly to three things: First of all while I was visiting my uncle in Utah, I went chukhar (a type of Turkish/Armenian/Ajerbijani partridge that's been introduced into the wild in the western US) hunting, and the birds, like in their native habitat, live in some of the most rugged, rough territory imaginible (I almost took a quick butt-first trip down the mountainside several times), so I was kind of sore the next day (and no, I didn't get any :mad: ), I also spent quite a bit of time exploring old ghost towns and other natural phenomena in Utah, and lastly (but definintely not least), I introduced my 10 year old cousin, Michelle, to the wonderful world of Civ III (we played the multiplayer version of the Messopotamia conquest and she almost beat me).

Anyways, I'm about 1/4 finished with the Mithra Ninja (Late game UU for Windhurst), and If Kinboat releases his hobbit model, I'll get cracking on a Taru-taru black/red mage (I've already got a model for a Cardian done, but it'll be a while before I animate it).

As for Romanda, I'll keep digging....

Anyways, Here's what the first publicized playtest will look like (I'll start once I get the Mithra ninja done):

Map: standard
Players: 8
Victory conditions: Standard
Everything else: Random

I'll be playing as AVALANCHE (because I haven't played them as of yet), with my immediate rivals (if it turns out to be continents) being Shinra, Galbadia, and Garden.

To fill the other 4 slots, I'll be adding Windhurst (because I'd like to see my Mithra Ninjas in action :D ), Probably Bastok, Ivalice and either Ordalia or Alexandria. OR I may have one or both of the FF X civs (Yevon & Al Bhed). I'll let you guys kind of come to a consensus over the next few days as I finish up the Mithra Ninja.

I'll be posting previews of the Mithra Ninja once I'm finished rendering the Finished rendering the Fidget animation.

Oh, one more thing: I'll be leaving on the 31st of January to go home and burn up the last of my leave before I get out of the Navy. The bad news is that my parents don't have the Internet, however I've got some good news.
I found out that I can get this package to convert my Verizon Cell phone into a wireless modem, and access the internet that way. The time I spend on the Net will be charged to my Cell-phone account, but at least I'll be able to keep updating my unit and mod projects.
 
You are very resourceful if you can pull that off..

I'm sorry that I haven't been able to live up to my pledge to help with units myself. Poser One can't do it, and the new Posers are very expensive..

But I will do my part by helping you get your unit requests done. I'm sure someone could make some good Esthar Soldiers
 
The past few days of preparation for the big public playtest story game have seen a whirling dervish of new stuff added to the game.

For starters, I've managed to kill 3 birds with one stone!!!!! I've figured out how to get rid of the hospital, limit the number of Makou Cannons that can be produced AND make it so that the AI actually has a chance of using armies!!! I did this by editing a single city improvement!!! What I did, since I made it impossible to have "metropolises" (in the normal game cities with a population over 12) because I didn't want population pollution to be a factor. What I did was make a town max out at 12 pop instead of 6 and a city at 24, instead of 12. Since you can only work 20 tiles (max) this should alleviate any grumbling about limited city growth potential (the only way I'd get 24 pop most times in the normal game is if I had 6 floodplains tiles in the city radius). I go this wild idea to change the hospital to a small wonder called the "Weapons Research Center" that's available with Makou Power (the same tech that allows construction of Makou reactors). The Weapons Research Center requires Mythril and Materia to build, and costs 800 shields. What it does, however, makes it all worth it. It generates 3 culture per turn, allows the production of armies without leaders (I reccomend building it in a different city than the military academy), increases research output by 50% (like a library, univeristy, etc), and last (but not least) produces a Makou Cannon every 30 turns (as long as you have Materia and Mythril available). The great part about this is that if you're like me in 90% of my games, and never get a Military Great leader no matter how many elite units win battles, this will allow you to (albeit late in the game) create an army and get that "victorious army" that's required for all those other improvements. The best part is, the AI (which never uses leaders to make an army, and thus never get any of the victorious army small wonders) will build this small wonder, and most likely (I haven't tested this yet) build its own armies, making the game more.... interesting. Also, this way you won't have the AI (or players) spamming Makou cannons.

Okay, that's the big thing. Some not so big things (but still important) are the fact that I'm slowly working on replacing some of the wonders which I only have placeholder graphics for. I've created splashes for Bugenhagen's observatory (from FF VII in-game graphics) and the Hidden Palace (again, from in-game graphics, and no I was not so tasteless as to include something from the scene where Aeris dies), and will be modeling the Pedia/buildings_large/small.pcx icons in Bryce (you see this way, I can cut my modeling time in less than half, since I'm not making a splash, I don't need nearly as detailed of a model).

I've also re-named a few more improvements and wonders, as well as added a new city improvement. First of all, I made it so that even though all power plants still replace each other, they no longer need a coal-burning factory to be built. The reason is that I'm making a non-polluting alternative to the factory (that doesn't increase the city's production as much, however) so that "green" players don't keep getting it in the groin, production wise. In addition, I've added a Geothermal Plant, which is the most powerful non-polluting power plant available, but it requires Hot Springs to be in the city's radius for it to be built (ironically, when I started on this mod, I simply duplicated all the files from my Tweaked Out mod, so the Civilopedia entries and icons were already in place, all I had to do was add the building in the editor). I also changed the Nuclear power plant into a Makou reactor and have it crank out 4 production and 3 pollution per turn (and still have the ability to meltdown), so the only reason to build this is if you a) don't care about polluting everything and b) want to maximize city production.

I also got rid of tactical nukes, and changed ICBM's to "Meteors" In order to be able to build Meteors, whoever builds the Temple of the Ancients must build the "Black Materia" (Manhattan Project), and once the Black Materia has been constructed, any civs with the proper tech and access to Materia can summon (build) Meteor. Of course, If you blitz someone's city with a Meteor, you will get dogpiled (it's still flagged as a nuclear weapon). I need to find some graphics (since I'm just using the ICBM graphics as a placeholder right now). I also made avialable (with the same tech that allows the Black Materia) a small wonder called the "White Materia" (SDI) which allows you to summon Holy and try and stop Meteor (I'm going to have to come up with a Holy emerging animation to replace the SDI laser zap animation) I still need to make the graphics for these wonders, but I've got the data in the game at least.

Finally, I've Changed the Theory of Evolution into the Lunatic Pandora Laboratory (same effects), to make it fit in with the rest of the FF-themed stuff. I'm thinking about replacing the Internet with Mognet Central :p and I'm not sure what to do with the Universal Sufferage and Longevity. I've also got an idea in the works for a mid-late industrial era improvement and wonder pair that requires relics in the radius of the city that builds them. The improvement is an Archaeological Dig, and the Wonder is Bone Village. The Archeological Dig has 0 upkeep and increases science output, while Bone Village doubles the research of the city that builds it. Another planned city improvement is a wind turbine, which only increases city production by 25%, but can be built in a city with another power plant without replacing it (kind of to reflect how "wind farms" are usually used to supplement power generation for cities and the such). I haven't been able to find the graphics for it, so I may have to make my own (an easy task for Bryce).

Now I move on to some other stuff I've done over the past week:

First of all, I replaced the Dwarven Rifleman's graphics with Aaglo's Chaos Dwarf Blunderbuss (just because I liked it better and it had more of a Final Fantasy look than Embryodead's Tunderer, but I may use the Thunderer yet...), and the Dwarven Battle Rager's Graphics (Kindred's Ironbreaker) with Aaglo's Iron Mask. Since I've made Dwarves much rarer than when I started on the mod, the Battle wagon (even though originally developed by dwarves) no longer requires Dwarves to build, since humans acquired the technology (metalleurgy), so now the lucky guy with the dwarves won't be able to steamroll the competition in the late middle ages.

I've also added a couple of unique units to the game after having some flashes of insight. In what could only be called a revelation, I completely finished out the UU lineup for the Grand Duchy of Jueno. I used UtahJazz7's Scutatio as a "Freelancer" (avaiable with Feudalism, replaces gladiator), which upgrades in the industrial era to a "Tenshodo" (Martial Artists' guild located in Neptune's Spire in Upper Jueno) which uses the Firaxis Yamabushi graphics, replaces the Lancer and is available with Nationalism, and that, in turn ultimately upgrades in modern times to the Duchal Guard (Replaces the Dragoon), which uses Aluminium's Fixed version of Kindred's Rennaisance Assassin.

For the Kingdom of Tycoon, I've added Kinboat's Blue Dragon as the Hiryuu, which replaces the Advanced Airship for Tycoon, and after seeing a picture of Galuf in his berserker job outfit, I added the Firaxis Swordsman (which I swear is a perfect match, right down to the beard :lol: ) to the Tycoon lineup, and it replaces the Paladin.

I'll also be, as I said before, doing a story in the Stories and Tales section of the up-coming playtest. Here's the setup:

Map: Standard, 8 civs
Fiends (barbs): Raging
Difficulty: Monarch (I normally play Regent, but I usually blow the competition away, so I'm going for a bit more of a challenge this time)
Land mass, water, age, etc: Random
Victory: all standard EXCEPT diplo (c'mon all the AI's on Monarch and above are guaranteed to hate you for no particular reason, and I think that the diplo victory is just plaing cheap all around).

The Contenders:

AVALANCHE (me)
Shinra
Garden
Galbadia
Ivalice
Lindblum
Alexandria
either Windhurst or Tycoon

I'm in the process of creating a Cloud Strife Leaderhead and a Mithra Ninja unit, both of which will be added before Monday (hopefully), and I'm rendering the Cloud animation as I speak. I've also made up a preview pic showing all the civs and UU's added thus far, just to show were this mod stands at. Right now, I have 3 complete Civs, 6 nearly complete civs (need only one thing whether it's a UU or LH, to be complete), and 10 incomplete civs.

Preview pic:
 
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