Strange Dreams make bad ideas for fanmade-civ

PinkPikachu

Chieftain
Joined
Mar 23, 2008
Messages
47
Well, I've been playing through a lot of my older games, NES and SNES, currently playing FFIV.

Anyways, I was taking a nap today and I had this dream about the Illusionary World/Esper World from Final Fantasy IV/VI, being far beneath Eberus, and it being found when Keelyn was dabbling with dinivity magic to try to find more interesting 'playmates' to summon.

Anyways, I was trying to figure out later once I woke up how that'd work, and I remembered

Spoiler :
The in the end of Final Fantasy VI, all of the Espers left the world because magic was destroyed when the heroes killed Kefka and the three statues.


It never really explains though where they went or why though. So I wondered if it would have been possible that perhaps they were forced to leave that reality, and were thrust into another reality where magic was still around.


Ofcourse, you'd need to

A. Change names and such
B. Actually check if it could work with the Lore

So um, yea. My question is just could the idea of a displaced race of magic outsiders work with the Lore of Erberus?
 
So um, yea. My question is just could the idea of a displaced race of magic outsiders work with the Lore of Erberus?

ref: Mobius Witches
 
I've gotten a lot of positive response to this, so I guess I should attempt to start... But since I don't know the first thing about modding, and I don't want to bother anyone with coding before I have anything, I am going to just start with sketching out the basics of what this Modmod is... All help and suggestions are welcome.

Also... Could someone move this to the Modmod thread? It might be a tad more relevant there >_>;;
Things to be Done said:
  1. Define general concept of Civs. [WiP]
  2. Define general game play concept of Civs.
  3. Traits.
  4. Unit and Unique Unit/buildings/etc concepts.
  5. Fleshing out Unit/Buildings in more detail
  6. Basic mod creation (getting the names and regular stats in)
  7. Basic coding for Buildings.
  8. Basic coding for Units.
  9. Advanced unit/building coding.
  10. Spell/Ability coding.
  11. Fine tune mechanics and Balance.
  12. Leader Head art.
  13. Building Models.
  14. Unit Models/Skins.
  15. Integrate Lore.
 
Civilizations (Names Pending)
  • Esper / Illusionary World Civilization
  • Remnants of the Empire (With elements of FF IV like the Redwings)

Specifics
Esper/Illusionary World said:
  • Elemental Affinity. Basic units have the abillity upon reaching a certain level, add an element based on available mana. They also get a weakness to opposing elements
  • No buildable mages, must be upgraded from any regular unit of a certain level. These mages can use all three levels of spells, but only those that are aligned with their elemental affinity.
  • Alexander as a Palace that can defend after late game tech is researched (aka Need to wake up Alexander from a dormant state).
  • Hero units have Mana requirements

Remnants of the Empire said:
  • Magitek, unlock different beams based on Mana. Requires Hi-end techs.
  • Unique replacement of most regular fighting units, all start at level 2 with a free promotion. They don't however have any special traits (aka Swordsman have bonuses, these guys don't have inherent bonuses, they develop them through exp). Recruit -> Soldier -> Captain
  • Special gunpowder upgrades.
  • Mages are all high-level and national/hero units.
  • Can build railroad late in game.
  • Pollution penalties.
 
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