I'm saying that the characters look a big like to the characters of shrek...Originally Posted by Hikaro Takayama
I'm saying that the characters look a big like to the characters of shrek...Originally Posted by Hikaro Takayama
Well, I put the Ramuza/Delita issue up for a vote at Civ Fanatics Center before doing the LH, and Ramuza won by 1 vote..... Besides, this mod project is somewhat like Kingdom Hearts, where basically all the various factions are the survivors of global cataclysms that transported them to this new world (the maps are randomly generated, allowing for almost infinite replayability) where they eventually meet up with with other survivors both from their world and other worlds, so in this reality, Ramuza does NOT fade into obscurity, but rather he represents the last survivors of Ivalice after their world was destoryed by Zodiac Braves. Similarly, that is why Rufus and Mika are still alive, and you start off with essentially stone-age technology.Originally Posted by Behold the Void
As for Aeris and Sephiroth, they are both advisors. Aeris is the Foreign Advisor and Sephiroth is the Military Advisor. Yuffie is "Trade" Advisor, Tifa is Domestic Advisor, Cid Highwind is Science Advisor, and Yuna is Cultural Advisor. Here's a quick preview of all the advisors:
You should fix seph up a bit. Like make thee hair cover the inbetween of his ears to his bangs...
its so awesome, they all look like americanized final fantasy characters.
is this game sort of like age of empires.
Crash: I use Poser 5 to make all my people-type graphics, and unfortunately, I can't make my own props unless I have a program such as 3D Studio Max ($3000) or Maya ($7000), so I have to use what I can find on the internet and modify withing Poser. The hair Seph has now was the best I could find after searching over a dozen Poser content sites, and if you look at the screenshots from Advent Children, my version should be almost identical to that.
Tsukasa: Yes, Civilization III is sort of like AOE, but it is turn-based (like a board game) rahter than real time, and covers a far greater span of time (the standard epic game starts in 4000 BC and goes to the year 2050, provided noone wins before then).
This looks like something I want to keep tabs on.
Especially since you have Freya in it xD
"If only I were a woman" -Some guy in Fable
Oh ok. I see. Thats alright. Just stating an oppinion but I get you...
Quite amazing. I look forward to it.![]()
Thanks to Sagensyg for the sig!
i know a game thats like that.Originally Posted by Hikaro Takayama
age of wonders, shadow magic.
it has a turn based system, exept instead of attacking with click and wait... you go into a battle arena and strategize in turn based tactical combat.
Okay, I'm posting to let you guys know that I've still been very busy working on this project, and in addition, I'm posting an update of which factions I have and unique units as well as the main standard unit lines:
FF III:
Kingdom of Sassoon; Princess Sara; Viking, Magic Knight, Sage
Forbidden Land Great Tyrant Zande; Skeleton, Lamia, Flying Fortress
FF IV:
Kingdom of Baron; King Cecil; Fabul Monk (Yang), Red Wing Airship; Kain's Dragoons
FF V:
Kingdom of Tycoon; Queen Reina; Berserker, Sorceror, Hiryuu
FF VI:
Vector Empire; Emperor Gestahl; Imperial Trooper, Magitek Armor, Magitek Sky Armor (unit not made yet)
Returner Alliance; King Edgar; Narshe Guard, Returner; Esperling (basically Terra, but also meant to represent others of Human & Esper descent, such as Strago and Relm)
FF VII:
Shinra Corporation; President Rufus; Shinra SOLDIER, GrossPanzer, Shinra Attack Sub (Will be made eventually)
AVALANCHE; Commander Cloud; Freedom Fighter, Wutai Ninja (Yuffie), Highwind Airship
FF VIII:
Galbadia; Sorceress Edea; Galbadian Soldier, Battle Biker (like the dudes that attacked Balamb Garden on Disk 2), Iron Clad Hovertank
Garden; Commander Squall; SeeD, White SeeD Ship, Forest Owl (unit needs to be done).
Esthar; President Laguna; Gesper, Ragnarok Spaceship, Estar Soldier (unit incomplete).
FF IX:
Regency of Lindblum; Regent Cid; Hilda Garde III, Lindblum Aviator (unit incomplete), Burmecian Dragon Knight (Freya, unit Incomplete)
Kingdom of Alexandria; Princess Garnet; Knights of Pluto, Ship of the Line; Alexandrian Holy Knight (Gen Beatrix, Unit not yet started)
FF X:
Church of Yevon; Grand Maester Mika; Warrior Monk, Yevon Guard, YAT-97
Al Bhed; Chieftess Rikku; Al Bhed Machina, Al Bhed Heavy Machina, Al Bhed Machina Hunter
FF XI:
Federation of Windhurst; Star Sybil; Taru-Taru Ranger, Cardian, Mithra Ninja. In addition, Windhurst will have a Tarutaru settler and Mithra worker for flavor.
Republic of Bastok; President Karst; Republican Paladin, Gold Musketeer, Mithril Musketeer
Kingdom of San d'Oria; Prince Royal Trion I; San d'Orian Guard, Royal Lancer, Temple Knight. In addition, the defensive unit line is entirely elvaan as are their workers and settlers.
Grand Duchy of Jueno; Grand Duke Kam'lanaut; Freelancer, Tenshodo, Ducal Guard
Selbina; Mayor Abelard; Voyager, Treasure Hunter, Galka Beastmaster (unit needs to be made)
FF Tactics:
Kingdom of Ivalice; Count Ramuza; Hokuten Knight, Nanten Knight, Mediator (Unit needs to be made)
Kingdom of Ordalia; King Lanard IV; Royal Knight, Crown Guard, Firewall Elite
Note: Need info on Romanda....
FF Tactics: Advance
Bervenia; Clan Boss Marche; Viera Sniper, Bangaa Templar, Blue Mage In addition, the Bervenians have two Flavor units; the Viera settler and Bangaa worker (to kind of indicate that the kingdom has those races in it).
FF Crystal Chronicles
Alfitaria; Princess Fiona; Clavat Red Mage, Selkie Thief, Liltie Dragoon
Factions made by combining common groups from one or mor FF game:
Orcish Horde (combination of the Orcs in FF CC and FF XI); King Vatgit; Orcish Protector, Orcish Warchief, Orcish Warmachine (note: The Orcs have their own "flavor" units (they cost the same and have the same stats as the units they replace but look different), including a settler, worker, their entire offensive unit line (most people would say that Orcs are pretty offensive to begin with), and two of the "special" units... the Orcs have a Kommando instead of the Marine (Orc with camo, an energy Axe and a "Big-Shoota") and the Storm Boyz instead of the Jump trooper (Orc with a big Rokkit Pak, Energy axe and double-barreled Big-Shoota)).
Dwarves (combinations of all the dwarves in all the games that had dwarves); King Giott; Dwarven Fireship, Dwarven Battlerager, Giott GI-1701 MBT (the Orange tanks that the dwarves in FF IV had) In addition, the Dwarves have an entire set of Flavor units, including a settler, worker, and their entire offensive and defensive unit lines.
Here's a list of the main unit lines:
Defensive Infantry (starting in the ANcient era, and progressing to the modern era), arrows indicate upgrade paths:
Archer => Ranger => Gunner => Sniper
Offensive Infantry (note: Fighter and Knight are both in the ancient era, the rest are in different eras):
Fighter => Knight => Paladin (good and neutral civs) or Dark Knight (evil civs) => Sword Master => Samurai
Dragoon Line (all Dragoon type units are armed with a spear and have equal attack and defense stats, and the Lancer and Dragoon have offensive bombardment (jump) abilities):
Warrior => Gladiator => Lancer => Dragoon
Chocobo Units (kinda self explanitory):
Chocobo Rider => Chocobo Knight => Chocobo Cavalry => Chocobo Dragoon
Armored Units (this line doesn't start until the middle ages, and the steam tank and tank are both in the Industrial era):
Battle Wagon => Steam Tank => Tank => Heavy Tank
Combat Airship Line (this line also starts in the middle ages):
Airship => Steam Airship => Advanced Airship
Transport Airships:
Cargo Airship => Gelnika Transport
Sea Transports (Galleassi and Heavy Galleassi are in the middle ages, and the Combat Cargo and Military transport are in the industrial era):
Galley => Galleassi => Heavy Galleassi => Combat Cargo => Military Transport
Combat ships (note: up until the end of the middle ages, combat and transport lines are the same):
Ironclad Ram => Destroyer; Battleship, Submarine, and Cruiser available at the same tech as Destroyer.... Cruiser upgrades in Modern era to Aegis Cruiser, and the Submarine upgrades to the Makou Submarine in the modern age.
Special operations units: Marine, Paratrooper => Jump Trooper, and of course your basic settlers (which allow you to build cities) and workers, who improve the terrain and build roads.
Special Units generated by Great Wonders (a Great Wonder of the World can only be built by one civilization), Small Wonders (each civilization can build one and only one of these), and city improvements (you can build these in any city):
Minotaur, generated every 5 turns by the Tomb of the Unknown King Great Wonder; Crusader, generated every 5 turns by the Lord Mi'ihen's Crusaders Great Wonder; Mage, Generated every 20 turns by the Mage Tower city improvement; Turk, Generated every 5 turns by the following Small Wonders: Shinra Building (available only to those civs who are under the Corporate Republic government), Secret Police HQ (available only to those civs who are using the Communist government), and the Intelligence Agency (available to all civs regardless of current government); Citizen Militia, Generated every 5 turns by the Constitutional Government Small WOnder (available only to democratic civilizations)
Special unit lines available with certain rather rare strategical resources:
Goblins... If you have a Goblin village in your borders, you can recruit these units:
Goblin Raider => Goblin Skirmisher => Goblin Mercenary => Goblin Alchemist (Goblin with guns and grenades)
Bangaa.... If you have a Bangaa village in your borders, you can train these guys:
Bangaa Tracker => Bangaa Gladiator => Bangaa Lancer => Bangaa Rifleman
Giant Spiders.... If you have a nest of Giant spiders in your borders, you can get these:
Bark Spider => Tarantula => Black Widow => Spitting Spider (Spits venom at its foes)
DinosaursIf you got dinos in your territory, then you can use these fearsome beasts:
Deinonychus => Velociraptor => Vlakorados => T-Rexaur
I'll soon be adding the main factions from Final Fantasy I, but in this mod, they'll be based on Brian Clevenger's 8-bit theater, rather than the actual game....
First there will be the Light Warriors, who are lead by Great Leader Thief, and their unique units will be the Red Mage, Black Mage, and SWORD-CHUCKS, Yo! (yes, I'll be making a Fighter unit armed with sword-chucks).
Then, to balance things out, there will be the Dark warriors lead by Chaos Lord Garland, with the Dark Elf Blademaster (Dr'zzle), Pirate (Bikke), and Vampire as unique units.
I'll try to keep you posted as this mod progresses.
That's amazing man. I've downloaded the "Fall From Heaven" Mod on Civ IV and I love it, so I'm looking forward to this one, even though i will have to search for my Civ III disc and blow the dust off it to play.
When you finish this you should definitely do one for Civ IV![]()
Its progressing nicely mr Lurker.
how ya been?
Don't count on this ever coming out for Civ IV.... You see I hate pretty much everything about Civ IV, especially the fact that you have to do everything via XML (ugh!) and Python (double UGH!!), and I'd have to shell out $3000 just to make units, since according to certain experts on the Gambryo engine, you can only make .dif (gamebryo animation files) with 3D Studio Max, and that just ain't happening....Originally Posted by Braska's Final Aeon
What I AM planning to do eventually, is when Steph (an avid Civ III fan and programmon on Civilization Fanatics Forums) finishes his Steph's Strategic Simulation (SSS), I will make a version of this mod for that... You see, SSS will have all the features that Civ IV was SUPPOSED to have (like infinite easy modability, unlimited culture groups, etc), but with the added bonus that you can use Standard Civilization III units and terrain graphics for it (as well as make up your own original terrains and terrain buildings, i.e. era specific mines).
You see, IMO, Civ IV is to the Civilization franchise what MoO III was to the Masters of Orion franchise: a game that put too much emphasis on crappy 3D graphics, and not enough on important stuff, like gameplay, not to mention that as a result, the AI in both games turned out to be dumber than a box of rocks. What I'm hoping (to carry the comparison with Masters of Orion) is that SSS will be to Civ IV what Galactic Civilizations was to Masters of Orion III: the kind of game that the sequels to the most popular installments in the series were supposed to be, and would have been if the developers would have actually listened to the fans of the series.
Tsukasa: I've been very busy.... I've been working full time for an electronics company, as well as working on this project.
Anyways, enough OT: I've finished the Gelnika transport, which will be the generic advanced air transport for all factions. It costs about 50% more than the Cargo airship, has about 50% further range, and transports 2x the units (think the size and technological difference between the cargo airships that Alexandria used in FF IX and the Gelnikas in FF VII), and requires Oil to build (the Cargo airship needs no special resources).
I've also added some interesting features to the gameplay.. You see, I made it so that in the industrial era, in addtion to polluting coal-powered factories and coal power plants, there are non-polluting alternatives available with an optional technology called wind power. Wind power allows you to build Windmills and Wind Farms, but once you research that technology, you can no longer build the polluting alternatives. In addition, I'm planning something like that for the modern era, which allows you to build solar power plants and solar factories, but the tech disables pollution producing Makou Reactors and Manufacturing plants. There are a couple of non-polluting power plants/factories available to anyone: If you have a river running through one of your cities, that city can build a water mill (water powered factory) and a Hydroelectric power plant, or if you have Hot Springs (a strategical resource) in a city's radius, you can build a geothermal plant. All of these improvements, BTW, increase city production.
I've also added government specific small wonders for Democracy and Corporate Republic (basically a government modeled on Shinra and Galbadia), as well as modified the Secret Police HQ small wonder for Communism... Now the Secret Police HQ produces a Turk (hidden nationality, stealth attack unit that can be used to attack enemy units and pillage terrain improvements without starting a war) every 5 turns in addition to acting as a third capitol (after the Hidden Palace, which is available to any government) in terms of reducing corruption.
For the Corporate Republic government, the Small Wonder is the Shinra Building, which acts as a third capitol in terms of corruption reduction, and it also produces a Turk every 5 turns (I mean, where would the Shinra Building be without the Turks)
For Democracy, they have a small wonder called Constitutional Government, which acts as a third capitol, and produces a Citizen Militia unit every 5 turns... The citizen militia has a weak attack but high defensive value (to symbolize how many democracies have large bodies of armed citizens who can be called upon to defend their country in times of war), and unlike most other units, they do not require any money from the treasury for upkeep (since democracy DOES have the least amount of unit support of any of the late-game governments).
Anyhow, I'm attaching an animated preview of the Gelnika, which I just released for public use on Civilization Fanatics Center. Keep in mind that the Pink square is invisible in the game, and the purplish shadow is actually representing varying degrees of shade in the game (the last two rows of the unit pallettes, which are usually pink, are used for what is knows as alpha-blending, or semi-transparent shadow and smoke effects).
Ok cool say when your 100% done and I can check it out![]()