Final Fantasy Mod Progress Updates, Part II

By the way, I think I know how I can get the last five civs without having to make civs from FF game spinoffs...

Firstly, I think that Wutai, having no obvious connection to any other civilization from FFVII, deserves its own civilization. Although this would mean that AVALANCHE would lose its Wutai Ninja, and proabably a military leader named after Yuffie, I still think it seems a logical proposal. Wutai could also have a Samurai unit...and perhaps AVALANCHE's replacement unit could focus on another member of AVALANCHE, such as, say, Vincent...

Wutai (Militaristic, Religious, Industrious)

Leader: Emperor Godo

Military Leaders:
Yuffie
Shake
Staniv

Scientific Leaders:
Gorki
Chekhov

City Names:
Wutai
Da-chao
Asoko
Ode
Sutsamu
Kogashami
Nogayo
Izomu
Yakohoma
Shominisike
Matsayumu
Soppara
Hokadeta
Esi
Tayomo
Fakishumu
Sode
Bezin
Ichezin
Uzimu
Ichogu
Kezoku

Another idea would be the Espers, from FFVI. Here's information on them, if you're interested. I realize a Bahamut leaderhead would be very difficult in Poser, so I think I know how I could make one...

Perhaps the Espers have no ability to produce military units, but instead get a unique improvement that produces weak summons...

Espers (Agricultural, Religious, Scientific)

Leader: Wyrmking Bahamut

Military Leaders:
Maduin
Golem
Raiden
Terrato

Scientific Leaders:
Kirin
Carbuncle
Starlet

City Names:
Esperville
Bismarck
Palidor
Shoat
Tritoch
Cerberus
Diabolos
Garuda
Kujata
Lakshmi
Midgardsormr
Pandemonium
Remora
Seraph
Sylph

Also, here's the information I have on the Beastmen civs. If possible, I think that Beastmen should get a tech called "Monster Lineage" instead of Chivalry; after all - why would monsters have Chivalry?

Orcs (Agricultural, Militaristic, Industrious)

Leader: Overlord Bakgodek

Military Leaders:
Onkzok
Krugglug
Mippdapp
Wujroj

Scientific Leaders:
Foddrud
Prakpok

Unique Units:
Orcish Axeman - Replaces Knight, +1 Attack
Half-Orc - Gotten from Monster Lineage; Undetectable Nationality
Orcish Warmachine - Replaces Tank, Attack bonus, cannot Blitz, cheaper

Cities:
Davoi
Ghelsba
Gotblut
Barakbok
Bilopdop
Frazdiz
Vrukwuk
Grosvez
Byakzak
Deloknok
Darokbok
Derkabak
Gochakzuk
Vokdek
Mozzfuzz
Gavotvut
Dnatbat
Hajwaj
Mazzgozz
Jagidbod
Aufwuf
Gottditt

Quadav (Militaristic, Expansionist, Industrious)
Leader: Adamantking Za’Dha
Military Leaders:
De’Pha
Hu’Rhe
Mu’Zha
No’Bhu
Scientific Leaders:
Ka’Ghi
So’Hya
Unique Units:
Bronze Quadav - Replaces Knight, +1 Defense
Metaquadav - Replaces Paladin, +2 Defense
Dynamis Quadav - Not sure what this what replace, but it has Stealth Attack...
Cities:
Beadeaux
Qulun
Palbourough
Bo’Who
Bu’Ghi
Da’Dha
De’Vyu
Ea’Tho
Ga’Bhu
Ge’Dha
Go’Bhu
Ka’Nha
Ku’Tya
Mu’Zha
Ni’Ghu
No’Mho
Yo’Bhu
Zi’Ghi
Zo’Dha
Bi’Fho
Zo’Khu
Ta’Hyu

Yagudo (Scientific, Religious, Agricultural)
Leader: Tzee Xicu the Manifest
Military Leaders:
Duu Masa
Fee Jugu
Goo Pake
Kee Taw
Scientific Leaders:
Laa Yuku
Poo Yozo
Unique Units:
Yagudo Mage - Replaces Black Mage, has defense bonus
Theoyagudo - Replaces Paladin, can also cast Black Magic, but is much more expensive.
Choralemaster - Gotten from Music Theory. Long-range bombard, but takes a few turns to accomplish anything...
Cities:
Oztroja
Giddeus
Aa Nawu
Buu Xolo
Chaa Paqa
Coo Keja
Cuu Doko
Eyy Mon
Ghoo Pakya
Gii Jaha
Hoo Mjuu
Huu Xalmo
Juu Duzu
Juu Zeni
Knii Hogo
Laa Mozi
Mee Deggi
Moo Ouzi
Nuu Kofu
Quu Bokye
Quu Domi
Uu Zhoumo
 
Okay, let me just make this short and sweet:

Quinzy: The Cetra are combined with AVALANCHE, since they are essentially a dead civ, and the last member of their race (Aeris) is a member of said group. Besides, I needed all the Cetra Cities and Wutai to make the Minimum 18 city list that I require for all civs (otherwise you have way too many "New" towns and even several " New New" towns). Also, the Cetra's and AVALANCHE's primary goals were the same: defending the planet.

Falnax: Wutai will remain a part of AVALANCHE unless I'm really desparate for civs partially for the same reasons that I mentioned before (Wutai allies with AVALANCHE, only one city, half of AVALANCHE's GL are from Wutai, and the daughter of Wutai's leader is working for AVALANCHE).

I also won't add the Beastman civs unless I'm desparate for civs due to the fact that implementing a replacement tech may well be impossible.... I may make a "Beastman" era-none tech that is required for all Beastman techs, but they'll still have access to all normal techs.... unless I create a "Humanoid" era none tech, but that would require major tech-tree re-work, and I'd rather not go through all that trouble.... this mod is taking long enough as it is. I'd rather add civs from the Seiken Densetsu series before adding a beastman civ if that much work is required.....

In the meantime, I'm getting started on what I've designated as the second Selbina UU: The Mithra Ranger (actually replaces the sniper, and she is armed with a gun)... I had to do some serious searching before I found a good pic of a Mithra Ranger, and fortunatly, I had some similar props and so I made one up. I'll be doing their LH first though.... most of it shouldn't be too hard except for the beard.....
 
But doesn't adding civs that are not from a Final Fantasy game look even more desperate than making more civilizations out of material from Final Fantasy? It can't be too hard to retool the AVALANCHE civilization slightly in order to get another civilization. Also, Mithra and Rangers have no relation to Selbina whatsoever - that's Mhaura you're thinking of.

As for the list of cities making it hard to incorporate Wutai, I could probably think of some more cities and GLs or SLs if I knew what the current ones were...

Beastmen don't have to require a different tech tree than the humans - it was just an example because I have no idea how the entire tech tree works. I'm sure it wouldn't be too hard to find places on the tech tree where those units go.
 
Actually, if I combined the Yagudo and Beastmen into one civ (since several of the FF IX civs are using some of those cities), I could add it in about 15 minutes.... Most of the UUs could be scrounged from all the Orcs/Orks that TGA, Muffins, Aaglo, Embryodead and Kinboat made, and there are already at least 2 Orc/goblin LH. Hell, I might even make them playable for those of a sadistic bent... I mean I do have the Forbidden Land Eureka from FF III with Great Tyrant Zande from FF III as a playable civ... Instead of getting paladins with Monothesim, they get skeletons, who can enslave defeated units into MORE skeletons, and instead of a swordmaste with Mythril Forging, they get a Lamia, and instead of the Advanced Airship with Makou Power, they get the Flying Fortress that Hyne was ruler of. Therefore a playable beastman civ will not be out of the question. Of course, it WILL get the "Evil" flavor, meaning it starts with the worst possible default relations with any "Good" civs...

For the Orc/Beastmen UUs, There are a number of Orc melee that could be used as an Orcish Protector... Probably either Kinboat's Uruk-Hai or Aaglo's Black Orc. I think that I'll have the Orcish Warmachine as a Tank or Heavy Tank replacement and use either the WH 40K Ork Dreadnaught, WH 40K Killer Kanz or Mega Ork for that. As for the third UU, probably an Orcish Warchief that uses one of the melee orcs that I didn't use before and will either be a Swordmaster or samurai replacement (depends on where the Warmachine goes, so that the Orcs, like everyone else, have at least one UU in the modern age)... All that leaves is the Culture group for these orcs...

And no it doesn't look that bad for using not-quite FF games, especially Seiken Densetsu, since (a) technically the first Seiken Densetsu was CALLED FF Adventure, (b) the series has a lot in common with FF, and (c) they were made by the same company....

Besides you seem to forget that I have the civs from FF I (and I'm using 8-Bit Theater as the basis for FF I), so expect to possibly see up to 4 civs from that game alone, FF II, and FF MQ to add as well. The Espers would never work as a civ for the fact that the unique summon tech for the FF VI civs is Espers, and the Esper Statues is the SW that produces the FF VI summon every 5 turns (haven't decided what their summon will be yet, and won't until I get around to editing the modern tech tree which will be around the time that the cows come home, unless I get some help with the hard stuff, like units and LH).


And the Mithra and Rangers DO have to do with Selbina, since Selbina is a big stop for Adventurers, and I just wanted an excuse to make another Mithra unit :D For Selbina's third UU, I was thinking a "Scavenger" or "Treasure Hunter" unit that replaces the Marine would work.... They'd be more or less like the Al Bhed Machina Hunter, but without the stealth attack (the WOULD be able to "salvage" defeated enemies to create Death Machines like the Machina hunter)..... I just need to find the graphics that would work... Oh, well, time to search through the forums for some orky things....
 
Except that the LoTR Orcs have nothing to do with FFXI orcs whatsoever...but I suppose that's not a problem, seeing as completely unrelated things have been used in this mod just because they share the same name...

Also, here's an idea: Let's put Otherworld as the Ancient music for the Middle Eastern culture group! Seeing as you seem to put the tracks in based on their relation to the plotline of one of the civilizations in the culture group...
 
Quizny: I've decided to use the Uruk Hai as the Orcish Protector and it will be a replacement for the Paladin, I'm using the Black Orc 2 as the Orcish Warchief and it will replace the SwordMaster... and finally the Ork Dreadnaught will be used as the Orcish Warmachine, and it will replace the Heavy Tank.

As for some of the others: The Orc Spearman and Swordsman and Stik Bomma are all being used as parts of the Goblin unit line, which is avaiable to anyone who has the Goblin resource. (They are the Goblin Raider, Mercenary and Alchemist, respectively. The second in the Goblin upgrade path, the goblin skirmisher, uses the Hobgoblin bowman graphics).

Falnax: Actually the Uruk-Hai that Kinboat and the Orcs/Orks that Aaglo did look close enough to the FF IX/CC Orcs for government work. I also aggree with you about the Otherworld... Might as well have the FF X civs start with their opening theme, as the FF VII ones do (I actually had goosebumps the first time I played the game as AVALANCHE after adding the custom music, and I heard the FF VII opening theme).
 
Perhaps another thought on the music: what if instead of Sword of Doubt, which comes about a quarter or so of the way through the game, the memorable Vamo'alla Flamenco from the beginning of the game was used for the Ancient Medditeranean music? (It's the music from the sword-fighting minigame.)
 
No... I'm pretty much set on the music and would rather concentrate on the more important aspects of the game right now (like the civs I'm adding)....

I've DL'ed Sween's LoTR orc LH for use as a placeholder for now... I'm doing my own Orc that looks more Warcrafty/WarHammery/FF CCy once I finish downloading the M3 Creature pack from DAZ3d (contains various Orc, goblin, werewolf and other morphs & textures for Michael 3 figure)....

Speaking of the Orcs, what civ group should they be? FF VII style, FF T/ FF IX style, FF X style, or Windhurst Asian... I'm not going to suggest the Euro cities I have for this mod, since they look almost Elvaan....

Also I've started on the Abelard LH, and will be rendering it soon. Once I've got the Abelard LH done, and started on the Orcs started, as well as the Mithra Ranger, and find a suitable Treasure Hunter unit.
 
Seeing as the orcs have no relation to actual in game Orcs whatsoever, it doesn't make the slightest bit of difference what they go under...in FFXI their buildings look kind of Windhurstian, though...
 
Okay, Asian it is, then...

How do you like the Abelard LH I'm Making?
 
He looks a tad young, but I suppose that can't be helped...

By the way, I was wondering if you could show us the tech tree...I know that the Middle Ages are on one of the early pages, and I think I saw the Ancient Times one, but what about the other two eras?
 
Well, I have Mike 3's Old morph set to 1.... Also, I forgot to set it under the Poser 4 render, so the textures aren't quite accurate in that preview.... The final version looks better.

I haven't got the Industrial or Modern eras Tech trees done yet... I've been too busy with units and LH to work on the tech tree.

BTW, what do you think would be the best colors for the Selbinans and Orcs?

The current free colors I have are:

5 (Teal)
15 (Lavender)
17 (Dark Magenta)
21 (Olive Drab Green)
22 (Old Gold/Dark Canary)
26 (Light Olive Green)
27 (Light Brown)
29 (Dark Olive Green)


I'm hesitant to add the other Beastman civs because there are no units (or anything I find for making units) that look anything like the Quadav or Yagudo... I may, however, get a Dwarf civ from FF I (based entirely on 8-bit theater, of course). I'd also like to add Romanda from FF T, but the info for that civ is all but nonexistant (at least I was able to get the Leader and other VIP names for Ordalia, and the rest of the cities from a fan-created Final Fantasy pen and paper RPG game).
 
Teal is the color generally associated with Selbina. As for the Orcs, I recommend light brown, because the background of the Orc flag is light brown...

Anyway, I could probably make Quadav or Yagudo units from Final Fantasy XI files, but they probably would look kind of silly because they don't match the existing units...
 
Well, are they 3d models of some kind? Maybe I could import them into Poser and try adding a skeleton and animating them......
 
Yes, but the problem is they use an eccentric Japanese format that applies the skin as if the 3D model were unrolled into a flat image, like taking a box and turning it into that classic "t" shape...although this probably isn't the biggest issue, as they could be reskinned, the file type is .MQO, which I assume isn't supported by Bryce 5...

The game already has a lot of necessary animations for the unit...which makes me think, there is no way to change the viewing angle, correct? Perhps it would be possible to make units that are actually flat, but due to their appearance, look 3D...but maybe that's just Balderdash, I don't quite know how it works...
 
Poser 5 uses UV mapping, so I could just port the textures straight in.... I don't know if Poser 5 can handle MQO, but it should be possible to find something to convert that format to .OBJ or .3DS....

You see Civ III is actualy a 2d game, but it uses unit animations that have been rendered with the unit facing 8 different directions to make it LOOK as though it was 3D.... I reccomend downloading Civ3 FLIC edit or FLICster and then load a Civ 3 Flic into said programs to see how Civ III units work. You can also export into Storyboard images so you can view a static image of all frames from all directions as well as the palette. That's how I learned about making Civ III Flics... I learned specific advice for making units in Bryce 5 and Poser 5 from Wyrmshadow and Kinboat, the top unit makers for their respective programs, and took it from there.....
 
So, anyway, here's my proposal: there's a program I have that lets you look at FFXI models, and can scale them down...what if an entire FFXI model was scaled down to Civ III size, then by taking a screenshot of every animation needed for the model, and these animations were put together into a .flc file in the proper order, using transparency on the background, of course...I could probably make a unit this way...do you think it's worth a shot?
 
Well, give it a try, but they might not be at the right angle... Plus making a Yagudo or Quadav LH is going to be tough.... which is why I want to wait until all other options are exhausted before attempting to add them.
 
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