Final Fantasy Tactics Mod

Which Method?

  • One Game = One Civ

    Votes: 3 14.3%
  • One Game = One Mod

    Votes: 11 52.4%
  • Combination Method

    Votes: 7 33.3%

  • Total voters
    21

Xerol

Emperor
Joined
Oct 6, 2002
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1,542
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In an IDE.
In getting into the modding scene, I want to make a mod or set of mods with a Final Fantasy theme. There are two main routes I could take with this:

1) Create each "civ" as a different game in the series, with City Names being the locations in the FF that the particular game represents, the Leader of the civ being the main characters, and GLs being other characters from the game, and the UU being the main boss. Having only played V-IX(and tactics) there would only be six civs to begin with.

2) Create a mod for a specific game that goes over the entire Civ game, for example a FFVII themed one would have different regions of the world being different civs, and each character in the game could be a UU for each Civ, and so on, and then this would be played on a map that closely represents the game world(although i think the game world was perfectly spherical)

And of course, the generic "a bit of both" option, number three.

Actually, if I'm going to start with any particular game, it'd be Tactics. FFT is probably the closest in the series to Civ, and there were a lot of characters and such, and also I just finished it this morning so its fresh in mind.
 
I think a Tactics version would be good. That is the last one I played as well.
 
After looking at the alternatives and such, Tactics is looking more and more like the one I'm going for. First off, the game almost seems like it's begging to be turned into a Civ mod. Ivalice in general is just perfect for a Civ mod. The eight kingdoms(Civs) with castles(Capitals) in the middle. Not only that, but there's a nice map all set-up already too. I'd naturally have to add more cities to it though, although I could just probably tie those in to other FF games. My first task, though, is to get the map up and running. I'm going to make it a "non-wrap" map by placing a vertical line of mountains on the edge of the map, where no water units can pass through.
 
You can turn off the wrapping in the editor can't you?

What version are you making it for?

Tactics would be perfect as you said and I think adding city names form other games would be cool.
 
Probably vanilla, as it's all i have. I dont know about not wrapping, I never really did too much editing with the editor(other than maps) but you'd think something like that would be a fairly basic option. (I'm not on my PC right now so i can't check.)

One other thing, concerning civ traits. Goug may be the only one scientific, and the Gariland area would be more peaceful as well. The rest of the civs would probably have militaristic as one trait though. Areas with Trade Cities nearby would obviously be commercial(therefore making the southernmost civ, whatever it's called, Scientific + Commercial). I'll probably mix in the other traits with the eastern civs, just because a bit less is known about them in the game(you only get to most of them in Chapter Four).
 
tactics sounds like the way to go. i look forward to seeing this and hope youll finish it.
 
Hey, I didn't see this post before I made mine. I'd say that something with an overall FF theme, kinda like the Returner FF pen and paper RPG would be the best. Especiall since there are, like 16 civs in the Conquest expansion, it would be possible to include civs from all the FF games. I happen to have a bunch of FFT unit Icons that I might be using for the Mod I'm presently working on....

Of course, what we REALLY need are some chocobo rider/knight/cavalry unit animations, but I don't have any modeling program (although if I could find such a program that costs less than a grand, and doesn't requre a mainframe supercomp to run, I'd take a swing at it.)

I've already got some ideas under way (just go to the thread I made for more info)
 
Ok, well, I finally installed my copy of PTW earlier this week(after submitting GOTM 30) which I purchased about 6 months ago. So the FFT Map/mod will be in PTW. Although I've still got a seperate install of Civ3, the editor doesn't work anymore("civ3config.ini not found"...no such file exists in the first place, i don't know why it's looking for it...).

I played around in the editor a bit today and yes you can turn off wrapping so this is going to be a no-wrap map, with it nearly identically following the Final Fantasy Tactics world map. I'll have to use some creative license because there's not many terrain features outlined on the map. I also have to go back and play the game to get the exact locations of all of the empires/castles, which are going to be the starting locations.

As for units, well:
Of course, what we REALLY need are some chocobo rider/knight/cavalry unit animations
I might take a crack at that myself. I could just take some screenshots of my FF7 PC version and shrink those down but I don't know how'd it turn out and I'd still have to make attacking animations and all too. Milkshape should be able to do the job for me, but I've only got 2 days left on my trial and $4.55 left in my bank account(over the minimum balance).

In addition to a Chocobo Knight there's going to be barbarians representing two of the random enemies you encounter in the game, but I haven't decided which two yet. A bomb is definitly a possibility, but I don't think the AI knows how to use bombard with barbs. I'd also have to go make unit animations up for those as well. If anyone wants to help with those, I'd be grateful.

Some of the map terrain features are going to obviously correlate with those of FFT's world map. I might have to 'borrow' cracker's Volcano unit(but unfortunately that would take away one of the barb units I'd have). Problem is, the volcano's a permanent feature, so the only way to keep it there permanantely would be to give it like 99 defense or something, but even then the barb camp underneath would stop spewing enemies when it got inside cultural borders.

The map will probably be Large or Huge(maybe Normal) for a few reasons. With only 7(?) civs, I want some large and established kingdoms by the time the middle ages rolls around. But I want the combat to stay medieval, so I'll probably just spread out the MA techs over 3 eras, meaning no railroads or Industrial/Modern resources. Actually, the Middle Ages should probably be the last 1 1/2 Eras, with the Ancient spread over the first 2 1/2. The units available will get better with time. I'm going to add a second Forbidden Palace-type small wonder that requires 20 courthouses as well. There will be NO republic government, but the Republic tech will be required to build this second FP building. (I've done this in a recent custom map I did, I called it the supreme court and required 10 courthouses. It worked fairly well too, except the City View crashed the game :( )

Ok, that should be about all for now. If anyone wants to help, just chime in.

[EDIT]If a mod sees this, can you change the title to "Final Fantasy Tactics Mod" please? The original thread was before I made the specific decision.[/EDIT]
 
Tactics would be the best one to do. I thought of doing it myself at one point. Squires...Chemists...Mages and the like, it would rock.

I happen to be a Tactics guru of sorts, so ask me any questions you might have.
 
I happen to be a Tactics guru of sorts, so ask me any questions you might have.
So am I :) I've ripped the game apart at the seams coming up with strategies. Most of what I need is unit graphics, and I put up a request in that thread.
Sounds are already taken care of, I've got a complete set of them on my PC already. To paraphrase what I said in the unit graphics request thread:

1) I'll be representing most of the warrior-class units in the mod. This includes: Squires, Knights, Monks, Archers, Thieves(hidden nationality, but low power), Samurai, Ninjas(possible upgrade from thieves), and Lancers.
2) There will be a complete set of Black mages with 0 attack and defense, but a bombard ability. One unit for each spell, a Fire, Lightning, and Ice mage. Each one will have 3(or 4) levels of upgrades, which results in a unit that's got a higher bombard attack, and slightly bigger range(the level 4 mages could have a range of up to 5).
3) The lancers are going to be special units as well, available in 6 flavors, each with a higher range of "bombard"(which is the jump ability).
4) All other units are going to have 3 levels of upgrading, which just increases their attack and defense over the previous level but keeps the same unit graphics for the most part, but there'll probably be some distinguishing features.

There's also going to be a set of chocobo units, and a chocobo resource. Right now I'm thinking just chocobo Knights, Archers, and Squires. There will be no upgrading 'between' classes, but only to higher levels of the same class unit.

The tech tree is going to somewhat represent the job tree, but in a much more expanded form(i.e. there'll be many units in between the Level 1 knight and the level 2 knight). I'll come up with that after I get the map done, because the map is going to be the second hardest part behind the graphics.

Once again, any suggestions or anything, send me an IM on aim:XerolOplan, or just drop me an email(xerol@lggaming.com).
 
Ok, I've got some "free time" (at 4:15 am...) so I figured I'd write up a tentative unit list right now. But first a few 'ground rules':

1) There really isn't any true "defensive unit" in the game, but the whole point of the Knight class was to be the 'tank' of the battle party. This being said, the main defensive class is going to be the knight. The Lancer could also be a defensive unit, but they had a lot of power in the game as well. The Lancer's probably going to be a 'balance' unit, but the offensive power isn't going to be as much compared to the power of the "jump skill" which will be represented by bombard.
2) The "mage" class will have no attack/defense, and will act like the 'artillery' of the party. This does somewhat follow how the game is played though, because you usually accompanied your Wizards with Knights.

Ok, that being said, here's what I've been thinking of:
Code:
Unit		ADM	BRF	Resources	Upgrades to

Squire I	1.1.1	--	None		Squire II
Squire II	2.1.1	--	None		Squire III
Squire III	3.2.1	--	None		Master Squire
Master Squire	6.3.1	--	None		---

Knight I	1.2.1	--	None		Knight II
Knight II	2.4.1	--	Iron		Knight III
Knight III	4.6.1	--	Iron		Master Knight
Master Knight	5.9.2	--	Iron		---

Monk I		2.1.2	--	None		Monk II
Monk II		4.2.2	--	None		Monk III
Monk III	6.3.2	--	None		Master Monk
Master Monk	10.5.2	--	None		---

Archer I	2.1.1	2.0.1	None		Archer II
Archer II	4.1.1	3.2.1	None		Archer III
Archer III	6.1.1	4.3.1	None		Archer IV
Archer IV	9.2.1	7.5.2	None		Master Archer
Master Archer	12.3.1	8.6.2	None		---

*Thief I	1.1.2	--	None		Thief II
*Thief II	3.3.2	--	None		Master Thief
*Master Thief	5.4.2	--	None		Ninja I

Samurai I	5.2.1	--	Iron		Samurai II
Samurai II	8.3.1	--	Iron		Samurai III
Samurai III	12.5.1	--	Pure Iron	Master Samurai
Master Samurai	16.6.1	--	Pure Iron	---

*Ninja I	8.5.2	--	None		Ninja II
*Ninja II	10.6.2	--	None		Master Ninja
*Master Ninja	12.8.2	--	None		Enlightned Ninja
Enlight. Ninja	16.10.2	--	None		---

Lancer I	1.1.1	1.2.1	None		Lancer II
Lancer II	2.1.1	3.2.1	Iron		Lancer III
Lancer III	3.2.1	5.3.1	Iron		Lancer IV
Lancer IV	5.4.1	8.4.1	Iron		Lancer V
Lancer V	7.7.1	12.6.1	Pure Iron	Master Lancer
Master Lancer	10.10.1	15.8.1	Pure Iron	---

Fire1 Wizard	0.0.1	4.2.1	Brimstone	Fire2 Wizard
Fire2 Wizard	0.0.1	8.3.1	Brimstone	Fire3 Wizard
Fire3 Wizard	0.0.1	14.4.1	Brimstone	Fire4 Wizard
Fire4 Wizard	0.0.1	18.5.1	Brimstone	---

Ice1 Wizard	0.0.1	4.2.1	Glaciers	Ice2 Wizard
Ice2 Wizard	0.0.1	8.3.1	Glaciers	Ice3 Wizard
Ice3 Wizard	0.0.1	14.4.1	Glaciers	Ice4 Wizard
Ice4 Wizard	0.0.1	18.5.1	Glaciers	---

Bolt1 Wizard	0.0.1	4.2.1	???		Bolt2 Wizard
Bolt2 Wizard	0.0.1	8.3.1	???		Bolt3 Wizard
Bolt3 Wizard	0.0.1	14.4.1	???		Bolt4 Wizard
Bolt4 Wizard	0.0.1	18.5.1	???		---

Apprentice Wiz.	1.1.1	7.3.2	Scrolls		Junior Wizard
Junior Wizard	2.2.1	15.4.2	Scrolls		Senior Wizard
Senior Wizard	4.2.1	23.5.2	Scrolls		Master Wizard
Master Wizard	5.2.1	35.6.3	Scrolls		Ultima wizard
Ultima Wizard	8.4.1	50.10.5	Scrolls, Ultima Stone	---

Chocobo Units(all require chocobos):

**Wild Chocobo	2.1.3	--	None		---

Chocobo Squire	1.1.3	--	None		---

Chocobo Rider	3.2.3	--	None		Chocobo Rider 2
Chocobo Rider 2	5.2.3	--	None		Master Chocobo Rider
M.Choco.Rider	8.2.3	--	None		---

Chocobo Knight	5.1.3	--	None		Chocobo Knight 2
Choco.Knight 2	8.3.3	--	Iron		Chocobo Knight 3
Choco.Knight 3	12.5.3	--	Iron		Master Chocobo Knight
M.Choco.Knight	18.8.3	--	Pure Iron	---

Chocobo Archer	1.1.3	2.2.1	None		Chocobo Archer 2
Choco.Archer 2	3.1.3	5.3.1	None		Chocobo Archer 3
Choco.Archer 3	6.1.3	8.4.1	None		Master Chocobo Archer
M.Choco.Archer	8.2.3	12.6.2	None		---

Chocobo Guard	1.4.3	--	Iron		Chocobo Guard 2
Choco.Guard 2	2.6.3	--	Iron		Chocobo Guard 3
Choco.Guard 3	3.10.3	--	Iron		Chocobo Guard 4
Choco.Guard 4	5.16.3	--	Pure Iron	Master Chocobo Guard
M.Choco.Guard	7.20.3	--	Pure Iron	---

Choco.Fire Wiz.	1.1.4	6.4.2	Brimstone	---
Choco.Ice Wiz.	1.1.4	6.4.2	Glaciers	---
Choco.Bolt Wiz.	1.1.4	6.4.2	???		---

*Hidden Nationality Unit
**Barbarian-only unit

Ok, this doesn't include unique units. Note that the Ultima Wizard is extremely powerful but also note that I haven't put in production costs yet. These are going to probably be in the "wonder" range of production cost. Also the "Ultima Stone" resource is probably going to be rare as well. But neither are available until the very last stages of the game(Ultima Stone is probably going to become available at the same time as Uranium). Might even require a wonder to use it as well(i.e. Manhattan Project).
The chocobo resource is going to replace horses. There are two types of iron, the second of which becomes available in the early 3rd era. This represents the purer forms of iron used to create better and stronger weapons and armor.
I also added in 3 magic resources. Brimstone is required to build Fire Mages, Glaciers are required for Ice units(although if anyone has a better idea for a name I'd love to hear it), and I need to come up with a resource for Lightning Mages.
Finally the Scroll resource is required to build the standard Wizard units. These units actually have an attack/defense(including the Ultima Wizard) so they can't be captured. Protecting these with lots of Chocobo Guards is important, since even the best one has a defense of only 4. (I sure hope it'll let me use a bombard range of 10).

Culture is probably going to be limited, with a border multiplier of 20 or 25. Governments, as I already said, are going to be limited to Monarchy, which you get very early in the second age. (It'll be behind a low-cost tech, however, so that it's not auto-learned on era change).

I also still have to come up with a tech tree, but there's a basic order to things. The 'standard' Wizard unit isn't available until mid-3rd age(Scrolls=Rubber). When the game first starts, you can only build Workers, Settlers, and Squires. I might keep the standard Scout unit as well, but I don't think I'm going to use the Civ Attributes too much so there won't be any 'expansionist' empires.

Actually, I haven't put too much thought into the individual Civs yet because I still need to do the in-game research required. I'm pretty sure there were 7 kingdoms but not exactly 7 castles. I'm also not sure about what Civ Attributes i should use, if I should use them at all(i.e. keep everyone Militaristic and Industrious).

Going back to culture again, I just remembered that one central church controlled the entire continent. This is going to mean that one local church isn't going to be too different from another, so Cathedrals(temple replacement) and Churches(cathedral replacement) are going to have 1 less culture point. Libraries are going to be available early however, by the middle of the 1st era, but Universities won't be around until late 3rd. This means a relatively slow tech pace, but I'll probably reduce the tech costs slightly.

The tech tree itself is going to be radically different from the original Civ tree, due to the fact that most of the units(if not all) are different. This is going to be a long process, creating and mapping out the required techs. Just about each unit is going to have a tech of its own, with a complex branching in the early 2nd era to represent the 'discovery' of magic, with the first set of Mages coming out. This will lead to a rush on resources. At the same time, on a seperate path, there will be a development of the Chocobo units and the intermediate classes.

Actually, I'm getting ahead of myself here already. Should start with the ancient age first. Several starting paths, which may or may not be interconnected. Some sort of "Training" tech will allow Barracks and the building of the Squire II units. After Training is researched, a "Defensive Tactics" tech is available, and this enables the standard 1.2.1 Knights.

On a seperate track, Archery starts out the Archer class(2.1.1/2.0.1) and is followed by whatever tech gives Cathedrals(1 cpt).

A third track would introduce Lancers(1.1.1/1.2.1) as a second-level tech.

A fourth and (possibly) final track starts out with "Farming" which allows irrigation(it won't be enabled by default) and is followed up with "Chocobo Herding". Chocobos now appear on the map but no units are available yet. The Chocobo resource gives 1 food and 3 commerce.
After that comes "Chocobo Farming" and allows the Chocobo Squire unit.

These all intermingle farther down the line until you get to the end of the 1st era.
In summary, 1st Era Units:
Worker, Settler, Squire(1.1.1), Build from start
Squire II(2.1.1): Requires "Training", allows Barracks.
Archer(2.1.1/2.0.1): Requires "Archery"
Lancer(1.1.1/1.2.1): Requires some tech that I don't have a name for yet.

The early second age starts with an explosion of units. (Saving thread now so that I don't lose this all.)
 
One idea you might try is implementing a level system. Add 10 total experience levels and call them "Level 1", "Level 10", "Level 20", "Level 30", up to "Level 90". Grant +1 hp with each experience level. Then use hp modifiers on the units themselves to make certain classes tougher and others more vulnerable.
 
Well, you can only have the default experience levels, unfortuantely. This is why I just made several types of each unit. The "level ups" come with the discovery of new techs.
 
Originally posted by QwertySoft
Well, you can only have the default experience levels, unfortuantely. This is why I just made several types of each unit. The "level ups" come with the discovery of new techs.

Doh :o I could have sworn you were able to add experience levels. My apologies.
 
Well, the map is officially underway. I'm going off of no sleep, but I'm in cruise control right now.

However, I've already run into some problems. About 25 rows into transcribing the map tile-by-tile, I found that I have to cut off a tiny bit of the left side of the map(about 10 tiles) and a lot of the bottom(maybe about 60 tiles, not sure yet) because the 160x160 map wasn't big enough to fit. I was using 3x3 pixel blocks to represent a tile on the map, and zig-zagging up and down to represent a row. Still, I'm out of rows. Is there a way to edit the size of a map after it's created? I'm attaching the in-progress map and the image i'm working on.
 

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Qwerty,

I like your Ideas, and although I'll still make my mod as a separate, general FF type game, I think we would do well to pool our resources. I've already got the general basis for mine worked out, with the entire Ancient age Tech tree worked out on paper (I just need to add the modifications to the game). I'm using Embryodead's Lowland Giant and Dire Wolf as barbarian units (except that I'm calling them "Gigas" and "Niebel Wolf"), and I've already added a bunch of FF type resources to the game. If you want, here's my resources.pcx:
Resources files

Top Row: Chocobos, Iron, Saltpeter, Coal, Oil, Rubber
Second Row: Mythril, Materia, Sake, Herbs, Jade, Incense
Third Row: Spices, Ivory, Silk, Gems, Sea Serpents, Game
Fourth Row: Fish, Cattle, Rice, Gold, Sugar, Tropical Fruit
Fifth Row: Oasis, Kelp, Elves, Coffee, Cocoa, Dwarves
Bottom Row: Relics
 
I'd love to put my FF7 map to use for a mod based on that game, but there just aren't enough units that could be used. Too bad all the good unit makers are doing warhammer stuff. If we could get someone to make some chocobos, mages, etc, then any kind of FF mod would be easily possible.
 
Clam,

I might Do a Sub-mod using your map, which I've already dowloaded :D, once I get the basic mod done.

If it means anything, your badazz map and some of Aaglo's/Embryodead's crazy units are what inspired me to start this whole messy process. (My next city improvement project is a temple based on the Wutai pagoda, and my next Wonder project is the Da-Chao statue, or the Macalania temple from FF X).
 
Ok, well problems with the map continued this afternoon. I accidentally skipped half a row and since I was working upwards for that portion of the map(instead of downwards) I would've had to move some 4000 tiles up one tile. (Damn the editor for not having copy & paste.)

Also, it turns out I had made another miscalculation on the map size. I thought at least the sea to the west side of the map would be able to make it(I started working from the right side) but it turns out that it won't. This means a seperate northern and southern sea which isn't what I want. Are there any map-editing tools that'll let me expand the map, or copy the contents onto a larger map?

Anyway, I'm about 25% down the map so far. It's attached again.
 

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