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Author Topic: =To Terra= [FF9] Ironhand Graphics version released! +compatibility  (Read 26141 times)

Clover Magic

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To Terra
A Final Fantasy 9 Conversion mod


Download (Version 2.2)
Download Ironhand Graphics (Version 1.0)
Download Compatibility (Version 1.0)
FF9 World Map worldgen parameters




Welcome!  This is a mod that aims to eventually convert Dwarf Fortress into the world of Final Fantasy 9.  Even if you've never played it, I'll hope you'll give it a try, as it has some fun new races and animals to try out.

Goals:
-Eventual total conversion to FF9 (all vanilla items reduced or deleted)-
-Expand the world with 10 new races, all distinct-
-Include entire bestiary of FF9 monsters into the game-

Current Features:
Races:
-Genome
-Summoner
-Black mage
-Burmecians
-Cleyrans
-Qus
-Humans
-Dwarves
-Moogles
-Tonberries

New flora and fauna -Over 40 new animals so far!-
New weapons, armor, items, and ores

Spoiler: Race Explanations (click to show/hide)

Current Known Issues
Genomes have GRASP on their tails to make them prehensile.  This means they come wearing mittens and gloves on their tails.  Nothing much can be done about this, as this behavior is hardwired.
Bombs may or may not be way too hard to kill.  Your caverns may end up being very !!FUN!!
Summoning currently results in becoming naked.  Yeah.
Can't really do anything with moogles.  Don't take them.



Version History
1.0 - Uploaded mod
1.1 - Fixed entity file error
1.2 - Uploaded new version with many added monsters, released on forums
1.3 - Moar monsters, some bug-fixing, trying out new things
1.4 - Fixed Gem Refinery!  Use ores to create more worthwhile gems.  Also coffee.  Some bug fixes.
1.5 - Fixed coffee so it won't try to use barrels, added a lot of new plants and some new fun creatures!  Also fixed languages so races actually use their proper language.
1.6 - Fixed a rather game-breaking issue with frost spider silk.  Also uploaded a full game for total conversion purposes.
1.7 - Fixed sawmills, added some small new stuff, removed vanilla plants
1.8 - FIXED MOTHER-FUCKING GEN CRASH BITCHESSSS + new things
2.0 - Released new version - includes the beginnings of magic, the elemental system, and new reactions, metals, and some food industry expansion.  Also new items.
2.1 - Several new buildings and reactions added, some balancing and bugfixes.
2.2 - New magic research system, some bugfixes, went total conversion for the main download.  Also added a compatibility version and a version using custom sprites and Ironhand graphics.



TESTERS WANTED!
Please download this and report back your experiences!  I would like to know what works, what doesn't, what needs rebalancing, etc.  Also, feel free to contribute some ideas - FF9 doesn't have too much in the way of plants and such, so new ideas that fit in with the general feel of the world are always welcome!
« Last Edit: October 26, 2012, 10:43:27 pm by Clover Magic »
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IamanElfCollaborator

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #1 on: September 22, 2012, 03:03:23 pm »

A fellow Final Fantasy modder? Nice to see I'm not the only one interested in modding this.

Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #2 on: September 22, 2012, 03:08:14 pm »

Indeed.  I've been working on this for a while now, so I decided to release it.  It's kind of embarrassing though. XD
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IamanElfCollaborator

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #3 on: September 22, 2012, 03:13:43 pm »

No, no, it's a great start. You and I are aiming for different things , but I could help out.

Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #4 on: September 22, 2012, 03:20:52 pm »

Thank you for the offer. :)  Right now I'm just in the grunt work of making all the logical monsters from the bestiary into animals.  I'm in the M section, heh.

The help I need right now is basically play-testing.  I've been running a lot of forts, but I haven't hit everything, especially since my new batch of monsters.  I'm getting a lot of malboros in legends mode, though, so that's good.  They should be pretty fearsome.
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Hurize

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #5 on: September 22, 2012, 05:37:58 pm »

I can help with testing, just message me.
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The amount of malice in this thread is actually causing me some concern. I mean, chaining up mothers and forcing them to breed, just so we can drown their children to harvest their organs? Does this strike no one else as absolutely horrific?
You misspelled 'hilarious'

Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #6 on: September 22, 2012, 05:54:41 pm »

Thank you Hurize, sent you a PM. :)
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NRN_R_Sumo1

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #7 on: September 22, 2012, 10:54:10 pm »

hm.
Personally I'd like to see a FFT mod.

Just seems like it would translate over a bit better.  ;D
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A dwarf is nothing but an alcohol powered beard.

Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #8 on: September 22, 2012, 10:55:23 pm »

Tactics?  Perhaps.  It wouldn't be me, though, I don't have it and haven't played it in years.
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IamanElfCollaborator

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #9 on: September 23, 2012, 11:54:37 am »

EDIT: Scratch that, checked the raws, perfectly compatible, just redundant because there would be too many moogles and tonberries.
« Last Edit: September 23, 2012, 11:56:14 am by IamanElfCollaborator »
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Xgamer4

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #10 on: September 23, 2012, 04:00:21 pm »

How do chocobos work? Are they just normal monsters?
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Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #11 on: September 23, 2012, 04:06:10 pm »

Chocobos are mostly like domestic horses.  They can pull wagons and are pack animals.  You can find wild ones in all non-freezing biomes, I believe, they'll come in a small flock occasionally.

They're divided into several castes with different colors - each new level has a new skill, and keeps the skills of the previous colors, like in the game.  So a blue chocobo can swim, while a gold chocobo can both swim and fly.  Their speed also increases with each caste.  Accordingly, their value and rarity also increases per color.  The colors are Yellow -> Blue -> Red -> Black -> Gold.  Any color can hatch from eggs, though.

There are also Fat Chocobos.  They can't breed and don't have any special talents, but they are huge, so they make excellent butcher targets.
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Gentlefish

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #12 on: September 24, 2012, 12:24:05 am »

PTW. Never played FF 9, but I've heard great things about it. I may end up doing Tactics myself. Eventually.

Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #13 on: September 24, 2012, 08:27:10 am »

If you do put out a Tactics mod, I'll look forward to it. :)  And you should really try out 9 - it's a great game, and my personal favorite of the series.

Anyways, thanks to some testing, I've found several errors - also, I accidentally left my speed-testing tag in the genomes and they're SPEED:3, so if your genomes have been moving at subsonic speeds, this is why.  It will be fixed in the next release, which will be out within the week.

Edit: Make that today.  I got some work done, new monsters, trying out weird new things.  Oh, and I fixed the chocobo feather issue, they're now properly used as "yarn".
« Last Edit: September 24, 2012, 04:52:45 pm by Clover Magic »
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Clover Magic

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Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
« Reply #14 on: September 25, 2012, 04:29:18 pm »

Okay, a new version has been released!  The biggest thing is that the Gem Refinery is now working.  Gather a whole bunch of ores, and you can refine them into more worth-while gems.  It takes a lot, though!  The Refinery requires fuel or magma.

Also added coffee, randomly.  Mill the beans, use the resulting "ground coffee" at the Still to make coffee.  The beans and grounds can also be cooked into things, and eaten raw if someone is starving, but they won't normally eat them.
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