Final Fantasy Mod Progress Updates, Part II

if you are having trouble making enuf civs...why not add chrono trigger?...

Its as close to a "spin off" as you can get...plus I have a bunch of chrorno trigger improv/wonders done already...

I also made a chocobo ranch if you want it...I assume you have chocobo res already, but I have yellow, red, and black if you want em...

here are the links to the CT imps...

Chocobo Ranch
http://forums.civfanatics.com/showpost.php?p=3184347&postcount=38

Leene Bell(CT)
http://forums.civfanatics.com/showpost.php?p=3184510&postcount=40

End Of Time(CT. prolly the worst improvement Ive ever made)
http://forums.civfanatics.com/showpost.php?p=3184561&postcount=41

Lucca's Teleport Pad(CT)
http://forums.civfanatics.com/showpost.php?p=3185217&postcount=42

Blitz Ball Court(FFX)
http://forums.civfanatics.com/showpost.php?p=3212224&postcount=56

Bugenhagen's observatory
http://forums.civfanatics.com/showpost.php?p=3212565&postcount=57

Cosmo Canyon "Wind Farm"
http://forums.civfanatics.com/showpost.php?p=3212796&postcount=59

I did these a while ago for Quinzy, but they may be useful to you now, and I wasnt sure if you had ever seen them
 
i think it was that you did 'em for hikaro, and it was me scroungin' them off ya, not the other way round :)

ya, i should get back to chrono trigger and finish it. i nearly had it done but i got side tracked and eventually forgot it.
and, IIRC, there were orcs in Chrono Trigger, so thats one part you can nick city imps, leaders and city names off of.
 
About the city names: The reason why the name of the city you mentioned is that way is probably because there was a forest there, but it was most likely cut down to make room for farmland. Admittedly, though, I suppose it could make sense given the story setting, seeing as they're named after places that used to exist with those names. But could you please remove the "Tifa's" from Tifa's Seventh Heaven? It just looks too cluttered, and there's the problem I mentioned earlier with "New Tifa..."

I wasn't really considering editing the actual civilopedia articles, the idea was just to create the text that would go in the civilopedia article once it's complete. For example, here's the San d'Oria description article:

The Kingdom of San d’Oria, from Final Fantasy XI, has a large and diverse area within its reign. Ronfaure, San d’Oria’s capital state, is a hilly and lightly forested grassland. Zulkheim, a territory that San d’Oria only partially owns, is a mountainous grassland in San d’Oria’s section. Fauregandi, the northern ice fields, and Tavnazia, a mysterious island to the west of Ronfaure, round out the San d’Orian territory holdings. San d’Oria is a walled city with a long and well catalogued history; tradition is the root of San d’Orian culture. San d’Oria possesses many cultural landmarks, such as Count Cafaulle’s Manor and Château d’Oraguille. Under the Château, however, San d’Oria’s true militaristic side is shown through the Bostanieux Oubliette, where many atrocities have occurred, masked by the beautiful Château. San d’Oria also has a historic rivalry with the Orcs, furthered by the recent murder of Destin, former King of San d’Oria, by Vatgit, the new king of the Orcish hordes.

Trion, King of San d’Oria, is the elder of two brothers, the sons of Destin, the late king of San d’Oria. Trion embodies the militaristic spirit of San d’Oria, allowing for a great amount of territorial growth for San d’Oria under his leadership. Trion is reputed to be only one of two people in the world capable of controlling the Lightbringer, an ancient broadsword capable of great destruction. Pieuje, the younger of the two brothers, is considered eccentric in that he wishes to further San d’Oria scientifically as opposed to militaristically. Under his influence, many wonders, such as the auction house system and the airship port, have been added to San d’Oria. Regardless of how he’s benefited the San d’Orian people, his beliefs in technology and progress cast him in a poor light among the tradition-loving Elvaan of San d’Oria.

San d’Oria’s populous is comprised of Elvaan almost to the exception of all other races; as a result, the Elvaan consider themselves superior and the only ones worthy of living in San d’Oria. This prejudice prevents Galka, Mithra, and Tarutaru from living in the area in very large numbers. Despite the low odds, though, Humes still manage to make a stake in San d’Oria, as testament to its proliferation throughout all of Vana’diel. The San d’Orian military is separated into two major parts; the Royal Knights, led by Currila, and to a lesser extent, Trion, which conquer and maintain territory holdings throughout Vana’diel, and the Templar Knights, led by Rochefogne and Pieuje, which is concerned solely with the defense of the city of San d’Oria.

Bastok:

The Republic of Bastok encompasses the southern half of Quon, the western continent of Vana’diel, in Final Fantasy XI. Bastok typically owns Gustaberg, the dank, barren plains Bastok lies within, the majority of Zulkheim, a vast region of mountains and deserts, southwestern Derfland, where most of Bastok’s food production takes place, and Kuzotz, a desert covered island south of Gustaberg. Over the length of its history, Bastok has always put science at top priority, moving into industrialization much faster than the other nations. Some believe this was an attempt to compensate for their poor land; others argue that the land is poor because of pollution from Bastok’s factories.

Little is known about Bastok’s leader, President Karst. Although Karst represents the progressive elected government that Bastok holds over San d’Oria and Windhurst, few citizens even recall voting for him. Most passing adventurers call him by unusual nick names, most notably “That president guy.” Many believe that this lack of recognition may be directly related to the fact that the President holds less actual power than the leaders of any other nation in Vana’diel; an unfortunate side effect of the constitutional government.

Bastok houses a variety of races, and competes with Jeuno for the rank of highest Hume population in Vana’diel. Bastok also has the largest population of the gigantic beastlike Galka. Although it was originally believed that Humes were the original inhabitants of the Gustaberg area and that the Galka later immigrated there from Kuzotz, recent evidence suggests that Galka may have been living in the area long before the Humes began civilization in the area. Humes typically look down upon the Galka as inferior beings; most Galka in Bastok are forced into hard labor positions in the Bastok Mines as a result. The Mythril Musketeers, the main military force of Bastok, which, despite being primarily Hume, does accept Galka soldiers as equals. Dark Knight, one of the more difficult jobs Vana’diel has to offer, is popular in Bastok, due to Zeid, a Galka led to the dark arts by the pain of his people’s suffering.

I've got ones for all of the FFXI civs, including one for the Orcs that explains why they are the way they are, but it takes so long to type...
 
Falnax, I have something that might work... since all you want to do is edit the info in the civilopedia.txt file, once I get done adding a few units I'll be adding tonight, I'll just send the civilopedia.txt, along with which civs replace which real world civs (one of my time-saving tactics was to use the default pedia entries and just save all the LH pcx files as what the original civ's files were named so I wouldn't have to edit the pediaicons.txt for them, which augt to give you some idea of how much I hate editing stuff with notepad), as well as which units were replaced with what FF units. Then while I'm doing a massive stress-relief playtest (I really need a break from unit making and modding for a few days before I totally burn out), you can edit the civilopedia entries thus far.... Howzat sound?

Oh, and on a similar vein, I'm changing the barbs a bit to make them more generalized... First of all, I'm ditching the Custom Sweeper in favor of a Torama/Coeurl, since Toramas and/or Coeurls have appeared in just about every FF game (they are the leopards that use lightning attacks), and I'm going to modify the Age of Empires II Conquerors expansion that Aluminium converted for use as such a critter (basically I'm going to use the Lightning attack from my Esperling as the attack A), and the Ghost Ship (which, again, only appeared in VII) will be replaced by a Kraken (Appears in almost every game, once again), which will use Kinboat's "Squid" unit. I'm also in the process of rendering out the Viera Settler, which should be finished in about two hours....

Speaking of Viera, Falnax, WHY do you keep referring to the Mithra as the "kinky party civ"? If any race/civ deserves that title it should be the playboy bunny girls Viera.... Especially since in FF TA and XII, they don't wear much more than said playboy bunny chicks....the Viera in my mod have had a strict (for them, anyways) dress code forced on them. :evil:
 
Except that Mithra do almost exclusively wear distressingly skimpy clothes - virtually all pants turn in to panties when equipped on a Mithra. The only reason why Mithra have many more non-skimpy outfits than Viera do is because Mithra have far more outfits than Viera do...

Besides, since when did Viera wear this?
mithra2wp.gif
 
Too bad it's not short anymore, now that I added in that image...but this one's shorter, so it works out.
 
Yeah, but that pretty much goes for all FF female charachters (I mean, just look at any of the dress spheres for FF X-2, especially the "Thief" and "Lady Luck" ones :nono: ), especially in any game from X on.... I mean in FF VII Tifa may have worn a halter-top and miniskirt, and Yuffie a pair of Daisy-Dukes and a Turtle-neck Tanktop that showed her bellybutton, but some of the outfits in X-2 and XI would make the girls in Dead or Alive Extreme Beach Volleyball blush....

Anyways, are you still willing to do the civilopedia.txt? Also, I'm including the .biq file (but not the graphics) because some of the GCON entries need updated (for one thing, there are a WHOLE lot more units with the Zone of Control and offensive bombard abilities), and I can't remember what they all are, PLUS it will tell you which default units I replaced with what and which default civs I replaces with what FF civs....
 
I'd be happy to edit the civilopedia file with the majority of the entries, although I do have a few problems with FFIII, seeing as it's never been released in the U.S. (I could probably research it, to make them, though...) and I'm horrible with FFVII...I despised the game, so I can't really see myself writing unbiased articles on the matter...
 
Falnax said:
I'd be happy to edit the civilopedia file with the majority of the entries, although I do have a few problems with FFIII, seeing as it's never been released in the U.S. (I could probably research it, to make them, though...) and I'm horrible with FFVII...I despised the game, so I can't really see myself writing unbiased articles on the matter...

:eek: WHAT?! :dubious: You HATED FF VII?!?! HERETIC!!!! Errmmm...... What I mean is, Okay, I'll just take care of the FF VII and III stuff. Once I'm finished adding all the new stuff (Viera Settler, Torama and Kraken barbs), I'll zip up the Civilopedia.txt and Final Fantasy.biq and attach them here for you to peruse, then I'll take a short vacation from working on the FF mod. I'll still work on some of the units, like the Chocobo unit line, since all I'll have to change for them is the pediaicons.txt. Also, I'll see about making a new Orcish Warmachine... If I had some more pics, I could do it in Bryce (again, I'll only have to change the pediaicons.txt since I already have a place-holder for it).

In somewhat related news, I've just finished downloading the Warhammer fantasy mod and all of the associated updates :D I'll be playing that later this evening and over the weekend, not to mention that I'll be looking through the units to see if I can use any of the unreleased units from that mod for the FF mod (there IS a certain lizardman unit or two I know of for sure that would make great Bangaa units, but that ED never released separately from the mod).....
 
I've just finished downloading the Warhammer fantasy mod
... OK! Now all we have to do is hope you fall in love in the mod, and then in the WH itself, and when (if? :() Gomurr gets back, the Ogre Kingdoms will get made!... :bounce: :)

How can someone hate FFVII.. this is even worse than when Iron Beagle said he didn`t like any fantasy of sci-fi stuff at all... Stop saying things like this guys, or I`ll end up in a hospital! My heart can`t take much more of that... :crazyeye:
 
Hikaro Takayama said:
Also, I'll see about making a new Orcish Warmachine... If I had some more pics, I could do it in Bryce

I'm probably misinterpereting this, but does this mean you're actually making an FF Warmachine?

Here's the Orcish Warmachine from every angle, if it helps...
orcish110fu.png

orcish123yk.png

orcish132np.png

orcish142dj.png

orcish155aa.png


Also, I've got the entire magic casting animation in a GIF...I thought it looked funny, so I put it as my signature on another forum...
orcv3ho.gif


It's good to see that you care (Assuming this isn't a horrific misinterpretation.) about accuracy. After all, just because two things have the same name doesn't make them the same. Hence:
plutonium5hw.png


VS

shivaback7pz.png
 
That's what a FF XI warmachine looks like :lol: I may just stick with the "Lego" one from WH 40K, since that one at least has a chance of actually working... I mean how the FUGG does that thing even move?!?!

Seriously though, I will make something that looks more or less like that, but with a number of design improvements so that it actually would work in a real battle situation.

#1 I'm adding some treads or wheels so that it can actually, you know, MOVE.

#2 I'm putting a twin "Big Shoota" or Flamethrower in the mouth, so that when it fortifies, the mouth opens, the barrels stick out, and it commences whaling away at the enemy.

#3 The arms are going to have extendable claws so that they can grab and crush/shred enemies with them

and #4 The boards will be changed to metal plating (IIRC I think I saw a metal warmachine in the FF XI strat guide that was painted red).

You see, I am interested in holding to the games to a certain extent, but I also like to have a bit of logicalness to my units so that they actually can conceivably work in reality.... I know this if Final FANTASY, but still, as the Sci-fi Guru L. Ron Hubbard once said, "The best Science Fiction is that which is closest to reality" and the same goes for fantasy.

ANywho, here's teh Biq file and the Civilopedia.txt:
 
It's good to see that you care (Assuming this isn't a horrific misinterpretation.) about accuracy. After all, just because two things have the same name doesn't make them the same.

I like the way Hikaro is using creative subsitutions. It displays a greater level of creativity rather than attempting to be a mere imitation. If I wanted pure accuracy true to the games completely, then I'd play either one of the Final Fantasy games. The way I see Hikaro's mod is that it is an interpretation, or a personalized version. :)

And, as Hikaro said, making a mod is quite difficult, especially given the limitations of the Civ3 editor and the available content we have here.

As far as the FFVII thing goes, as much as I liked it (as it had the most original story for a Final Fantasy game), I also found it greatly lacking because it felt so incomplete. Holes in the plot, an unfinished ending, so many aspects that just seemed to be tacked on. :crazyeye: FFIV and FFV are my definite favorites. I despised FFVI, though.
 
Yeah, Actually I just thought of something that might work for me as well as Falnax, not to mention be useable by anyone who wants to attempt a WH 40K mod.... I'm thinking of kind of creating a unit that's halfway between that thing and a typical Ork Gargant from WH 40K... Considering how "Customized" Ork Gargants are, one looking somewhat like that warmachine would not be too far-fetched.
 
Hikaro Takayama said:
and #4 The boards will be changed to metal plating (IIRC I think I saw a metal warmachine in the FF XI strat guide that was painted red).

You don't recall correctly...such a thing does not exist, and never has existed...

Anyway, I noticed a few small errors in the civilizations list - the noun for people from Jeuno is Jeunoans, people from Bastok are Bastokians, as opposed to Bastokers, and although it's technically incorrect, most people insert an extra "i" into Selbinans, making it Selbinians, so this error should probably be reflected...

Also, as I've said before, Windhurst has no lighthouse - it could easily be renamed Delkfutt's Tower, you wouldn't even have to change the appearance...also, it's Bastok Metalworks, not Bastok Iron Works...

Using Dr. Gast's Laboratory as the Great University seems kind of like grasping for straws - couldn't you change it to the Five Ministries? I could supply you with a civilopedia picture and any reference materials you would need to do so...
 
Okay, then I'll MAKE a metal warmachine. If you have a problem with it, then tough! This mod isn't going to be 100% accurate (especially with stuff that even using the dodgy physics of the FF universe wouldn't stand a snoball's chance in Hell of working).

As for the Jeuno and Bastokers, I was just going by the strategy guide, since as I said before I don't have internet on either of the two computers that are good enough to run the game. :rolleyes: That is the result of using wireless internet.... I can't figure out how to route it so that I can access the Wireless WAN device via my LAN. I'll just change that later on, no biggie. And you know what, I almost added the extra "I" to the Selbinans myself, but I didn't want you to get mad a me for messing it up :lol:

And as I'VE said before, look at a map of Port WIndhurst, either the official strategy guide one or the one they have on alakazham.com, and check area K, 15. If you have the strategy guide, there is a screenshot of Port Windhurst on Page 240, where you can see a line of boats, the breakwater, and further out is the lighthouse... And Yes, you're right about the Bastok Metalworks... I was going off memory when I added it... Speaking of which, since the odds of having BOTH coal AND iron in the city's radius are between slim and none, I'm going to make it like the Great FOrge in the Warhammer fantasy mod, and only require Iron in the city radius, and have it come with Steam Power (the Metalworks, that is, not the iron).

Well, If I ever heard of the friggin' ministries, I might use them... In all my research of all the games from III - X, I never even heard that mentioned once.... In that case, Dr. Gast's lab would make a good replacement for the Theory of Evolution (i.e. you gain two free techs, since it was Dr. Gast's research that Hojo based the entire SOLDIER program and other weapons research off of).
 
Okay, so I suppose there is in fact a lighthouse there - although the majority of the players are oblivious to its existance, while they've all heard of Delkfutt's Tower - again, it's just a name change...

I would like to see the picture you're referencing...but I suppose it could just be a GM Orcish Warmachine, seeing as it sounds like a combination between an Orcish Warmachine and what an FFXI GM looks like...just as long as the civilopedia article gets to compare them to red toasters... (Inside joke among GMs).

The Five Ministries are the main institutions of magic learning and research in Windhurst; although the collective term is used liberally in game, the strategy guide only mentions them as the five separate ministries, Optistery, Rhinostery, Orastery, Manustery, and Aurastery...the Orastery is the largest and best looking and thus the one most commonly associated with the Five Ministries, so it would probably be what the pictures used in game should be based on...
 
What's a GM Orcish Warmachine? :confused: What a Gargant looks like (unfortunately, Google hasn't been able to turn up anything), is sorta like that warmachine of yours, only it's metal, walks around on two short/stubby (for it's size) legs, is about 2.5 storys high, and has huge ripper claws and/or saws and gunz on the arms, as well as a mid-riff mounted "Gut Busta" heavy cannon and some kind of Zapp gunz or big shootas in the mouth... The "Eyes" are actually the control bridge windows....

And about the 5 institutions, Okay, I heard of the ORastery... Just sent the pics and stuff, and I'll change the Theory of Evolution to Dr. Gast's lab and Isacc Newton's University to the Five Ministries.
 
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