View Full Version : Bts "DUNE WARS" {Development Thread}
keldath Apr 17, 2009, 06:08 AM welcome to dune wars mod thread
dune, the battle for arrakis!
latest update : 19/05/09
status of progress (19/05/09): mod is almost complete got some minor issues - see the posts for further details.
this mod, is a total conversion of the dune game series movies and the books into the world of civilization 4.
the game will include elements from the entire dune world with adaptation to civ4.
but, we cannot do the mod exaxtly like the books or the time line, so in some cases, we will improvise,
but i assure you, we will try to do it as best as we can so that the game experience will be uniqe and enjoyble.
update: we have a almost full version ready - see link below.
here are the highlights for the upcoming mod:
houses:
atreidis - duke leto
bene gesserit - gaius helen mohiam
bene tleilux - master scytale
corino - shaddam iv
ferning - hasimir ferning
fremen (one faction fo now) - muadib
guild navigator - d'murr pilru
harkonnen - vladimir harkonnen
ordos - roma atani
babarian - smughlers
sietch tabar fremen - stilgar
later on - the rest of the minor houss will be added - the goal - up to 20 houses.
unit classes:
recon units - obvious...
mhula - bombard units - early to modern
rovers - light defending vehicles - mostly early
scorpions - wheeled tanks - mid tech era
Thopters - attack air units and orni bombers - mid eras - to late eras
carryalls - all kinds of transport vehicles
Hovers - supporting tank and defenders - varies in the eras
light infantry - all early infantry units - start era to mid era
heavy infantry - infantry types - mid era to late eras
BURSEG - mech units - will be prime units for late end time
hornets - gunship fighter like gunships
uniqe units:
3 uus per house
so far:
all done
resources:
plants:
ajidamal
akraso
amtal
desert wheat
dune cactus
fogwood
inkvine
nettle
skein
sapho
slig
spice dye
white algae
animals:
little maker
phibian
sand trout
matirials:
crystal
futar
nitrat
uranium
water
ore
soostone
shigwire
plasteel
plaz
minerals
spice:
spice melange
green spice
imported goods (via buildings):
incencse
nutritians
silk
spices
refine water
building produced (need spice melange in vicinity of city):
refined spice
Events:
worm sign - depents on the sound level a unit makes - by meliko
sand storms - ?
more to come.
[U]
link to the latest version :http://www.mediafire.com/download.php?ojgdjkmmwmn
s[B][COLOR="Navy"]ound addon : http://www.mediafire.com/?sharekey=0...4e75f6e8ebb871
working on this mod:
keldath, meliko, Phoenician and Ajidica + johny smith
we need more help:
we need unit model makers
xml help
map scripting
plz pm me for this purpuse.
be welcomed to write impressions and ideas.
here are pics of the latest work:
Shiggs713 Apr 17, 2009, 09:07 AM looks promising! I could help advise and assist with XML and the like if you have troubles or questions, but too busy right now to commit to anything....currently learning cobol and vb.net at the same time! I recently made a program that creates XML files and adjust the tags based on user settings, so maybe I can adapt it and make the best xml editor ever
keldath Apr 17, 2009, 09:24 AM Shiggs713,
hi,
sure thing,
when you can help with making xml, that would be great.
perahps you can help me with this:
http://forums.civfanatics.com/showthread.php?p=7995070#post7995070
Melinko Apr 17, 2009, 10:15 AM What is Done:
So basically now, Cities,Units,Promotions,Improvements, and Buildings all have a tag for sound. They all have Civilopedia, and flying help text (Where applicable),and they all give sound to the square they are in and half to the ones around it (Of course the promotion just changes what the unit gives).
The General Idea
I figure to have Dune ya have to have worms chasing ya so I am working on when you are in the 'Sand Sea' your units will give off sound. Each unit can give off a unique sound value, and there will promotions to effect that value. Now when a unit moves into a square it adds its sound value to that squares total sound. and adds half the sound to the squares around it.
Also cities will give off sound, it should be effected by population, buildings, and a global define.
There is a worm unit out there that will be worms "randomly" placed in the "Sand Sea" and each worm will have a territory it will Patrol (Or explore, going to need to look around for this one), and they will move towards the tile in their territory with the highest sound.
If the worm gets within the sight radius of a unit there will be a storm over a tile, with some kind of wormsign effect, and a message will be displayed for human players. Then it attacks..
I figure to have Dune ya have to have worms chasing ya so I am working on when you are in the 'Sand Sea' your units will give off sound. Each unit can give off a unique sound value, and there will promotions to effect that value. Now when a unit moves into a square it adds its sound value to that squares total sound. and adds half the sound to the squares around it.
Also cities will give off sound, it should be effected by population, buildings, and a global define.
There is a worm unit out there that will be worms "randomly" placed in the "Sand Sea" and each worm will have a territory it will Patrol (Or explore, going to need to look around for this one), and they will move towards the tile in their territory with the highest sound.
If the worm gets within the sight radius of a unit there will be a storm over a tile, with some kind of wormsign effect, and a message will be displayed for human players. Then it attacks..
That is currently the idea, but I wanted to see if anyone had any ideas on how to make it better.
Worm Attack-
I was originally thinking about coping the effect of a nuke going off in the square (without the little cloud effect of course). So most the time the units would die but there are times when they wouldn't. My rationalization is a worm attack is devastating, and should be portrayed as such, but do you think there should be a much higher rate of survival?
I was also thinking something on the line of the Worm starts with a crazy strength, and when units attack it I will do something that the unit will not die if it looses in combat (Since it is just a unit trying to attack a worm in the ground). But this is just a general Idea that I have been tossing around (I could make the strength by age or even turns it has been alive, but either way it should be really high so you would need a stack to kill it).. Also killing a worm.. would prob be bad Mojo to at the very least Fremen..
Melinko Apr 17, 2009, 10:19 AM I took out the ScreenShots for mSound will put them in the Download Section... Thnx!
keldath Apr 17, 2009, 10:54 AM hey melinko,
humm you cant press on the pics, but in the other thread it does work.
well, i dunno, your saying that each wrom attack is a killer one?
say if i have 10 units on a tile, will i loose al of them??
also,
im not fully convinced ill use the sand sea terrain, i might transform it to actual land,
so when your doing the worm sign,
i suggest perhaps for the random worm appear, there should be a tag that we can later change at will, say you commend a worm top appear on ocean - but later we can change it to somthing else.
Melinko Apr 17, 2009, 11:37 AM hey melinko,
humm you cant press on the pics, but in the other thread it does work.
well, i dunno, your saying that each wrom attack is a killer one?
say if i have 10 units on a tile, will i loose al of them??
also,
im not fully convinced ill use the sand sea terrain, i might transform it to actual land,
so when your doing the worm sign,
i suggest perhaps for the random worm appear, there should be a tag that we can later change at will, say you commend a worm top appear on ocean - but later we can change it to somthing else.
First the worm attack, for your example of the 10 units, I should be clear I don't intend to instant kill all the units on that square. :) There is a chance all can die, but that is just one of the chances. Most likely maybe 3-4 will die, and the rest will be injured.. and if they don't start running from the worm a second attack could finish them off. :) I am not too worried about the worm attack being really bad, because there are so many things that can be done to avoid them, but it gives people a safe route that takes time, or a risky route that they can just go and hope for the best.
As for the "Sand Sea", I kinda like it, if you are thinking about taking it out because of some problems let me know and I think we can work around them. I kinda like the idea of people on these islands of rock trecking across the "Sand Sea" to attack each other. Its really Duneish, and leaves a lot of stuff you can do in the wild territory of the sand. :) But if you really want to, I am sure we can move the worm to somewhere else, but I am going to need the type of plots it can move into, the kind it can't and a general area where it can roam.
I should also state that there should always be some 'safe zone' from the worms, it would be really bad if there was no way you could get away from them.
keldath Apr 17, 2009, 11:49 AM ok, sounds like you know what you need to do with the woms.
sand sea,
yeah sure i like it better,
but, the problem is i dont know how the ai reacts o unit that move all terrain, im testing it now actually,
the ai do send units over sand to attack,
but i dont think i saw him land troops with a carryall - that suppose to be used as an air transport.
do this,
go to the globaldefines.xml of what ever mod you have,
change the lines:
<Define>
<DefineName>DEEP_WATER_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_OCEAN</DefineTextVal>
</Define>
<Define>
<DefineName>SHALLOW_WATER_TERRAIN</DefineName>
<DefineTextVal>TERRAIN_COAST</DefineTextVal>
instead of ocean - put desert.
see what happens when you load the game, the domain is still sea, but i think unit can move on it despite it,
my ocean is still ocean but only recolored,
this is the effect of terrain i have a dilema, didnt test it yet though.
give me a few days for this.
Melinko Apr 17, 2009, 12:04 PM Let me finish off the sound ModComp, and I will add in one of the AutoPlay mods in, and send ya the files it should make skipping turns and seeing what the computer does when your not around easier :)
Also will check that out, I thought the XML tag that let a unit move over land/sea would do the trick, but if not.. then we are going to have to get tricky heh :)
I think I misunderstood what you were talking about before. But I think I see now what you meant by changing it from sea to land. I don't have the XML in front of me, but it shouldn't be that hard to add a tag or two to that specific land type so we can completely imitate the effect we have now with the 'sand sea' and the effect we want with just normal land looking like the sand sea :)
The important fact is we don't lose out on a good concept. :) Just find an easier way of doing it.
keldath Apr 17, 2009, 12:26 PM thats the spirit brow,
hold oo,
dont add autoai just yet, im uploading the version now for you, work from there, it has autoai inside , plus we will be coordinated.
give me an hour.
Phoenician Apr 17, 2009, 02:24 PM Hi Keldath, if I knew how to edit files I'll gladly work on editing buildings like you asked--even units too. So how do I edit stuff?
Ajidica Apr 17, 2009, 02:36 PM I'm still here, even if I likely wont be posting as often, but I'll still be keeping up with the development.
keldath Apr 17, 2009, 02:46 PM Ajidica,
great,
your the first one who responded this mod, so theres a special place for you in my heart :) hehehe.
Phoenician,
check out the pm.
Phoenician Apr 17, 2009, 05:42 PM These are city names I have derived from the book:
Fremen Cities
Arrakeen
Carthag
Arsunt
Hagga
Mt. Idaho
Sietch Tabr
Bight
Sihaya
Habbanya Erg
Palmaries
Habbanya Ridge
Tuono Basin
Cielago
Splintered Rock
Plastic Basin
Observatory Mt.
Broken Land
Cave of Birds
Wind Pass
Cielago
Minor Erg
Harg Pass
Kynes
Rimwall West
Wormline
Riches
Bight
Gara Kulon
Red Chasm
Canopi
Muad'Dib
Keep
Onn
Alia's Fane
Forbidden Forest
El-Sayal
Auliya
Ayat
Mirage Sink
Hades Cliff
Tartarus
Turk
Ach
Alam
Aql
Burhan
Bhotani
Chakobsa
Jib
Ya Hya Chouhada
Matum
Wali
Ibad
Abach
Aumas
Canto
Botani Jib
Baliset
Cousinedett
Smuggler Camps
Tuck's Sietch
Pasty Mesa
Red's Pass
Chin Rock
Gara Kulon
Harg Pass
False Wall-S
False Wall-E
Chise
Der' Sap
Kustmi
Phoenician Apr 17, 2009, 05:57 PM Atreides Cities
Castle Caladan
Atreus
Serena
Cidrit
Paradan
Salusan
Armada Bluff
Vorian
Pundi
Elecran
Coral Qem
Atreides Landing
Cala City
Sision
Pavonis
Agamemnon
Golden Path
Zocom
Krasna45
Dujec
Langley
Fort Zone
Taqwa
Iber
Waten
Biddi
Rotinom
Tatnem
Alaum
K'Lom
Phoenician Apr 17, 2009, 06:07 PM Harkonnen Cities
Giedi City
Harko City
Barony
Dmitri
Perdition Shallows
Sorrows
Flint
Obsidian
Slave Pits
Forest Guard
Mount Ebony
Fort Ancient
Barren Land
Flat Tramway
Raven
Tundra
Ophiuchi
Metali
Port of Sacrifice
Para-Co
Paspar
Sider
Ritic
Pyon
Schla
Sayyad
Geidi-Minor
Dagi
Snipet
Sookt
Rautha
Adbur
Spine
Tar Pits
Mt. Tundra
Badlands
Fallout Zone
Industrial District
Pawn village
Smog City
Tet
Saikon
Toyk
Rish
Arti
Ment
Cour
Perial
Smoki
Sproll
keldath Apr 17, 2009, 06:31 PM AHHH COOL !
thanks Phoenician!
ill get them in !
no need for double post though hehe:)
Phoenician Apr 17, 2009, 08:43 PM Finished city names. Every single city is derived from the Dune books and universe and most of them have context to the civ.
I'm going to focus on civilopedia entries, building concepts, and icons.
I will get existing icons and draw/paint a few myself.
Bene Gesserit
Wallach IX
Dar Al-Hikman
prana-bindu
Al Dhanab
Gero
Lampadas
Chapterhouse
Palma
Laoujin
Tahaddi
Sirat
Mantene
Karaman
Khalam
Ibad
Ibn Qirtaiba
Ayat
Crysti
Semut
Servok
Shai
Cach
Han
Conven
Gerrat
Iltug
Dakin
Zace
Opafire
Ornit
Loine
Range
Mu'Zein
Assassin's Peak
Rahif
Ghola
Angel Isle
Dark City
Treb
Vinek
Rowd
Kint
Pihn
Nohih
House Corrino
Kaitain
Salusa Secundus
Gamma Waiping
Imperial Observatory
Pyon
Richese
Eridani A
Sardauk
Chusuk
Delta Pavonis
Harmonthep
Bela Tegeuse
Tiberium
Habla
Elrood
Landsraad
Auroris
Saudik
Orcat
Talons
Zorca
Mammooth
Scrin
Nod
Avatar
Shadow Peak
Tiberium
Corrinos
Orcast
Fire Hook
Dye Landing
Philadelphia Uplink
Saudak
Blue Tib
Green Tib
Kane
Blue Zone
Ponop
Minim
Spacing Guild
Tupile
Crys
Dictum
Junction
Cheops
Hagal
Niushe
Gamont
Ecaz
Venport
Corrin
Naraj
Alkalurops
Eridani A
Rodale
Distrans
Safe Path
O.S. Station
Lommerce
Spicet
Exchange Port
Sling
Awakened
Na-a
Ri'Ifa
Bene Tleilax
Bandalong
Tleilax
Ix
Xerxes
Sufi
Xuttuh
Rodale
Richese
Butlerian
Tleilaxu
Parmentier
Romo
Sikun
70 Ophiuchi A
Bi-La Kaifa
Missionaria Protectiva
Varota
Butlerian
Scyte
Ithaca
Powind
Axlotl
Lusu
Sligs
Denol
Adn
Ordos
Sigma Draconis
Executrix
Ammon
Canopus
Grumman
Sikun
Bela Tegeuse
Ophiuchus
Poritrin
Epsilon Alangue
Epsilon Ophiuchi
Alangue
Rossak
Alpha Leporis
Alpha Centauri A
Alpha Centauri B
Proxima
Alpha Piscium
Vivr
Messit
Waff
Scatt
Wi-Ed
Nadal
Aining
Layr
Kobsa
Hako
Mauhk
Hamulago
Ferning
Ginaz
Kolhar
Parmentier
Theta Eridani
London
Graben
Verite
Siridar
Salusi
Ipyr
krimskell
Gazett
Chamber
Delta
Shiga
Lynch
Mulholland
Inland
Foon Gridex
Aben
Emot
Ruser
Goaz
Port Ul
The_J Apr 17, 2009, 08:57 PM Oh, a new thread :).
You requested it, so here you get it: I've ripped the commercial victory of from crossroads to the world (here (http://forums.civfanatics.com/attachment.php?attachmentid=211165&stc=1&d=1240019415)).
The sum needed for victory is declared in CvCrossroadsEvents.py, g_iGoldVictoryReq.
If you want to remove one of the old victory conditions, there has to be changed a value in CvCrossroadsEvents.py:
CyGame().setWinner(pPlayer.getTeam(), 7)
The 7 is the number of the victory. If you remove one victory, let me say the spaceship, you have to decrease the number from 7 to 6 (for 2 victories by 2, and so on).
The victory screen throws a c++ error, but it doesn't affect gameplay.
But the names of all active players are shown, also when you haven't met them.
I'll maybe fix it, but it has not a high priority for me.
Have you seen these buildings (http://forums.civfanatics.com/showthread.php?t=316786)?
I think, the city centres and the libraries would fit good :).
I'm sure, i've seen somewhere a arabian musketman (the immortal as base), but i can't find it.
With this firing effect (http://forums.civfanatics.com/showthread.php?t=314685) it would be a good fremen unit.
And to the worms: I have maybe something for a placeholder.
A few weeks ago, i tried to convert units from Morrowind to Civ4, but it failed, because the animations are not working correcty :(.
But there's a model, i think it's something like a grub, it has only one animation, jumping forward. With a brown skin, and lowered in the ground, there would be only a appearing back. Not perfect, but better than using the normal animals.
Phoenician Apr 17, 2009, 11:51 PM Ok, I have an idea for a game concept. Instead of a "space race victory" or
"culture victory"-there is a "Spiritual Victory". I feel it would be best to make this a well-rounded game everyone can enjoy and not just for warmongers. So maybe we can just call the mod "Dune" instead of Dune-Wars? And Laansdrad replaces the United Nations, and Bene Gesserit replaces Apostalic Palace. I don't think it is necessary to change the civics in the mod because the civics in the Dune universe is a mix of a Feudal society with some modern ones.
Spiritual Victory Details
Requires every city on Arrakis to have your :religion:
Requires 3 cities of legendary culture status
Must control founding city of your state's :religion:
Must have a temple in every on of your cities.
*Must construct the 7 Holy Shrines" -replaces Spaceship parts and requires late techs.
-Temple of Shai-Hulud -costs 1000:hammers:-requires Desert Lanes
10 :culture:
- Temple of Jihad - costs 1000:hammers:-requires Weirding Modules
10:culture:
- Temple of Karama - costs 1000 hammers: requires Baraka
10 :culture:
- Temple of St. Alia-of-the-Knife - costs 1000 hammers: requires Judge of the Change
10 :culture:
- Temple of the Water of Life - costs 1000 hammers: requires Kralizec
10 culture:
- Temple of the Great Mother - costs 1000 hammers: requires Folding Space
10 culture:
-Temple of Muad'Dib - costs 2500:hammers:-requires Kwisatz Haderach
20:culture:
I'm going to paint icons for these holy shrines.
Leaders and their civopedia entries (I wrote some of the entries):
Muad'Dib (Philosophical/Spiritual)
Messiah of the Fremen
Favorite Civic: Pacifism
http://upload.wikimedia.org/wikipedia/en/6/6f/Kyle_MacLachlan_Dune.jpg
Civilopedia entry:
"...born in the 57th year of the Padishah Emperor, Shaddam IV...take the most special care that you locate Muad'Dib in his place: the planet Arrakis. Do not be deceived by the fact that he was born on Caladan and lived his first fifteen years there. Arrakis, the planet known as Dune, is forever his place."
-from "Manual of Muad'Dib" by the Princess Irulan
Muad'Dib (also known as Usil, Paul Muad'Dib, and Paul Atreides) is the Kwisatz Haderach who took control of Arakis and declared a Jihad to take control of the known universe. Born on the vastly ocean planet, Caladan, Muad'Dib was the son of the late Duke Leto of Atreides and Lady Jessica of House Atreides. Muad'Dib was raised on Castle Caladan with a disciplined education and military training. His father was given lordship and governance of Arrakis by the Padishah Emperor with the promise of power and fortune only to find himself and House Atreides destroyed by a web of conspiracy and betrayal involving a close adviser, House Harkonnen, Bene Gesserits, the Space Guild, and the Imperium. Muad'Dib survived the onslaught, along with his mother, on his father's empire and soon allied himself with the Fremen in the deep desert where he met his wife, Chani daughter of Liet. Muad'Dib trained the Fremen in the weirding way and declared campaigns against the Beast Rabban's governance, resulting in the shutting down all Harkonnen spice production on Arrakis.
Following closely with these events Muad'Dib took the water of life and became the prophesized messiah long held by the Fremen. His sister Alia was a pre-born when Lady Jessica took on the role of Reverand Mother of the fremen. The Imperium came to Arrakis in order to correct Rabban's incompetence and was soonly defeated by Muad'Dib's SandRiders. Muad'Dib with his sister also defeated Baron Vladimir Harkonnen and his nephew Feyd. Muad'Dib had secured Dune's liberation and later campaigned to forge a new empire under the rule of God.
Stilgar (Charismatic/Expansive)
Naib of Sietch Tabr Fremen
Favorite Civic: Caste System
http://www.dune.cz/images/4/4f/Mcgill_stilgar_duna1984.jpg
The Fremen Stilgar Ben Fifrawi was born in 10,141 A.G. in Umbu Sietch of Tuan on the planet Arrakis. In 10,175 A.G., Stilgar challenged Forad, the Naib of Sietch Tabr, and defeated him, becoming the new Naib of Sietch Tabr, a title he would hold until his death in 10,228 A.G.
In his youth, Stilgar and two friends, Turok and Ommun, had been cornered by thuggish Harkonnen troopers. Badly injured, Stilgar would have died if Pardot Kynes had not come and helped kill the troops. Because of this water-debt, Stilgar and Pardot Kynes became good comrades. Stilgar, Turok and Ommun promised to help Kynes achieve his dream of turning Arrakis into a paradise. When Pardot Kynes died, Stilgar was a very good friend to his son Liet Kynes, and thereby something of a paternal figure to Liet's daughter Chani (later concubine/wife of Paul "Muad'dib" Atreides).
It was not until 10,153 A.G., after a successful raid against a Harkonnen village, that he acquired the name of Stilgar. Among the members of Umbu Sietch, he was known as Sahkan or "the Desert Hawk."
Gaius Helen Mohiam (Spiritual/Creative)
Reverend Mother of the Bene Gesserit
Favorite Civic: Organized Religion
http://upload.wikimedia.org/wikipedia/en/3/33/Sianphillips_helengaiusmohiam.jpg
Mohiam accompanies Emperor Shaddam Corrino IV to Arrakis in her role as Imperial Truthsayer; there she is faced with Paul's four-year-old sister, the pre-born Alia, whom she calls an abomination. Mohiam is further alarmed as she witnesses the ritual battle-to-the-death between Paul and Feyd-Rautha. Paul calls Feyd "cousin," revealing that Paul is aware of the secret that the Baron Harkonnen is his grandfather. But Mohiam is most concerned with the potential outcome of the duel, which could prove to be "a major catastrophe for the Bene Gesserit breeding scheme." She realizes that "Two end products of this long and costly program faced each other in a fight to the death that might easily claim both of them. If both died here that would leave only Feyd-Rautha's bastard daughter, still a baby, an unknown, an unmeasured factor, and Alia, the abomination.
Paul is victorious; seeing the inevitability of the situation he has orchestrated, Mohiam compels Shaddam to give in to Paul's demands, allowing Paul to depose him and become Emperor in his place. The Reverend Mother joins the conspiracy to topple the rule of Paul Atreides after he ascends the Golden Lion Throne and unleashes his Jihad upon the Empire. She, along with the Tleilaxu Face Dancer Scytale, the Spacing Guild Navigator Edric and Paul's embittered consort (and Shaddam's daughter) Princess Irulan Corrino, plot to insinuate the Tleilaxu ghola Hayt into the court to weaken Paul's confidence in his prescience and thereby ruin him.
Forbidden to ever return to Arrakis, Mohiam is taken into Paul's custody when it becomes known that she is on a heighliner in orbit above the planet. Aware of the Bene Gesserit desire to acquire his genetic material for their breeding program, Paul seeks to negotiate with Mohiam. In exchange for the guaranteed safety of his concubine Chani, and the Sisterhood's acceptance of his decision to father no heirs with the Princess Irulan, Paul offers something of the utmost value: his sperm. This is a complicated proposition for Mohiam, however, because artificial insemination is forbidden in the wake of the Butlerian Jihad.
When the conspiracy ultimately fails and Scytale is killed, Edric is executed in 10,207 A.G. by Fremen Naib Stilgar, on orders from Alia. Stilgar also puts Mohiam to death, despite orders from Paul to spare her life.
Alia-of-the-Knife (Spiritual/Aggressive)
Reverend Mother and Abomination of the Bene Gesserit
Favorite Civic: Theocracy
http://ferdyonfilms.com/Dune%20Witt%20edit.JPG
Thuse spoke St. Alia-of-the-Knife: "The Reverend Mother must combine the seductive wiles of a courtesan with the untouchable majesty of a virgin goddess, holding these attributes in tension long as the powers of her youth endure. For when youth and beauty have gone, she will find that the place-between, once occupied by tension, has become a well-spring of cunning and resourcefullness."
-from "Muad'Dib, Family Commentraries" by the Princess Irulan
A declared saint and pre-born with all the knowledge and skills of a reverend mother, Alia murdered Baron Vladimir Harkonnen at a very young age in her brother Muad'Dib's liberation of Dune from the Imperium and House Harkonnen. Labeled by the Bene Gessiret as the "Abomination", Alia was the most powerful of them all. Her experience as a Pre-born was prophesized by the Ancients, a pre-born status only experienced by her nephew and niece. Alia became addicted to spice to help enhance her visions and she grew weaker and paranoid as she aged. Alia made attempts to thwart the Ancient Fremen's insurrection as she served Regent of Arrakis in her brother's absence.
Leto Atreides (Philosophical/Financial)
Duke of House Atreides
Favorite Civic: Representation
http://upload.wikimedia.org/wikipedia/en/2/21/Prochnowasleto.jpg
Leto I was born in the year 10,140 A.G. ("after Guild") on the planet Caladan, to Paulus Atreides and Lady Helena Richese-Atreides. Paulus was the reigning Duke of House Atreides, their noble House having ruled Caladan for 26 generations. House Atreides is distantly related to the Imperial House Corrino (through Leto's maternal grandmother) and had feuded with House Harkonnen since the time of Vorian Atreides, founder of the Atreides family line.
In the year 10,191 A.G., Leto's two greatest enemies conspired against him. Baron Harkonnen appeared to surrender Arrakis to House Atreides, which required Leto to transfer to the inhospitable desert planet. Aware that some plot was afoot, Duke Leto accepted his new fiefdom so that he might form an alliance with the Fremen and end the plots against himself and his House. Leto's efforts to forge a formidable army by unleashing what he termed Arrakis' "Desert Power" culminated after his death with the work of Jessica and Paul.
His term as planetary governor of Arrakis would prove short, as he was betrayed by Dr. Wellington Yueh, his family physician, and surrendered alive to the Baron. Yueh wrought revenge on the Baron for the death of Yueh's wife and provided Leto with a false tooth filled with poison gas. This would kill those nearby when Leto bit down on the tooth and exhaled, and Leto was to do so in the Baron's presence. Unfortunately for both Yueh's plan and Leto, he only managed to kill the twisted Mentat, Piter De Vries.
Leto died at age 51 and was survived by Paul and Jessica, who was pregnant with Leto's daughter, Alia, at the time of his death. Paul would later name his first son, Leto, and then his second son, Leto II, in honor of his father.
Vladimir Harkonnen (Aggressive/Charismatic)
Baron of the Harkonnens
Favorite Civic: Slavery
http://upload.wikimedia.org/wikipedia/en/a/aa/McMillan_as_Harkonnen.jpg
The long and hated enemy and rival of House Atreides, the Baron possessed a "basso voice" and is so "grossly and immensely fat" that he requires anti-gravity devices known as suspensors to support his weight. It is implied by Margot Fenring that the Baron has allowed himself to become obese.
As ruthless and cruel as he is intelligent and cunning, the Baron's greatest skill is his talent for the subtle and clever manipulation of others through their weaknesses or his understanding of human nature. His sexual preference for young men is implied in Dune and Children of Dune. It is noted, however, that he "once permitted himself to be seduced" in the liaison which produced his secret daughter.
The Baron has taken Yueh's wife Wanna prisoner, threatening her torture and death unless Yueh complies with his demands. Harkonnen also distracts Leto's Mentat Thufir Hawat from discovering Yueh by guiding Hawat toward another suspect: Leto's Bene Gesserit concubine Lady Jessica. The Atreides are soon attacked by Harkonnen forces (secretly supplemented by the seemingly unstoppable Imperial Sardaukar) as Yueh disables the protective shields around the Atreides palace on Arrakis. As instructed, Yueh takes Leto prisoner; however, suspecting that the Baron has already killed Wanna, Yueh provides the captive Leto with a fake tooth filled with poisonous gas as a means to kill the Baron (though Leto would die as well). De Vries kills Yueh but he also dies with Leto in the assassination attempt; however Harkonnen survives.
Leto and Jessica's son Paul Atreides flees into the desert with Jessica, and both are presumed dead. Paul's prescience helps him determine the identity of Jessica's father, the "maternal grandfather who cannot be named" — the Baron himself. Over the next two years, Harkonnen learns that both of his nephews Glossu Rabban and Feyd-Rautha are conspiring against him to obtain his throne; he lets them continue to do so, reasoning that they have to somehow learn to organize a conspiracy. As punishment for a failed assassination attempt against him, Harkonnen forces Feyd to single-handedly slaughter all the female slaves who serve as Feyd's lovers. He explains that Feyd has to learn the price of failure.
The Baron's plan to assure Feyd's power is to install him as ruler of Arrakis after a period of tyrannical misrule by Rabban, making Feyd appear to be the savior of the people. However, a crisis on Arrakis begins when the mysterious Muad'Dib emerges as a leader of the native Fremen tribes against the rule of the Harkonnens. Eventually, a series of Fremen victories against Beast Rabban threaten to disrupt the trade of the spice. The Padishah Emperor Shaddam Corrino IV decides to intervene himself and arrives on Arrakis along with five legions of Sardaukar forces. Shaddam and the Baron are shocked to learn that Muad'Dib is, of course, a very-much-alive Paul Atreides. The Imperial forces fall prey to a surprise attack by the Fremen. Part of the Fremen/Atreides strategy is to wait until a sandstorm shorts out the force field shields of the Harkonnen/Imperial transport ships, disable them with projectile weapons, and then attack with a vast assault force, using giant sandworms under cover of the severe weather to break the enemy lines. The Sardaukar and Harkonnen forces are trapped on the planet, astonished at the sandworm mounts and vast numbers of their attackers. Their past ruthlessness gives them little hope of quarter from the enraged Fremen.
Rabban dies in the initial part of the battle; the Harkonnen army is massacred to the last man and almost all the Imperial Sardaukar are killed. Baron Harkonnen himself is poisoned with a gom jabbar by Paul's young sister Alia Atreides, his own granddaughter, and dies at the age of 83. Paul then kills Feyd in ritual combat. House Harkonnen's virtual extermination removes it as a galactic power, but Paul's ascension to the Imperial throne in Shaddam's place guarantees that Vladimir's descendants will long reign as the Imperial House Atreides.
Rabban (Aggressive/Protective)
Governor of Harkonnen rule over Arrakis
Favorite Civic: Police State
http://upload.wikimedia.org/wikipedia/en/5/5e/GlossuRabban-1984.jpg
Glossu Rabban, aka Beast Rabban, was the older nephew of Baron Vladimir Harkonnen. He inherited the Harkonnen cruelty and sadism but without the intelligence. He was known to the Fremen of Dune by a nickname that translated as "Demon Ruler" or "King Cobra". He is best known for his tyrannical and vastly ineffective governance of Arrakis during the insurgency by the Fremen led by Paul Muad'dib. He earned the nickname "Beast" when he killed his father, Abulurd Harkonnen II.
The Baron planned to let Glossu rule the planet for a time in the most brutal way possible, so that when the favored nephew, Feyd-Rautha, took over, the new ruler would be welcomed as a hero. Notably, Glossu had told his Uncle on their return to Arrakis (when they had seized it from the Atreides) that he felt the Harkonnens had woefully underestimated both the numbers and threat of the Fremen population, to no avail. He is slain by Paul Muad'Dib's wild Fremen and the very populace of Arrakeen which he had brutalized only recently, when Paul made his move to retake Arrakis and gain the Corrino throne. In the 1984 film version, The Beast is beheaded by the Sardaukar when the Emperor decides to eliminate the population of the planet.
Shaddam IV (Imperialistic/Organized)
Emperor of House Corrino and the Imperium
Favorite Civic: Vassalage
http://upload.wikimedia.org/wikipedia/en/c/c8/Shaddam_corrino_iv.jpg
In year 10,156, Shaddam succeeded his father as the 81st Emperor of the House Corrino; it was speculated that he and Fenring had somehow orchestrated Elrood's death. This was confirmed in Dune: House Atreides when Elrood was poisoned by slow acting chaumurky administered to him by Fenring (at Shaddam's bidding). It was also revealed that not only had Shaddam been complicit in the murder of his elder brother, the Crown Prince Fafnir, but had secretly administered contraceptives to his own mother, Habla, so she couldn't conceive another son to rival him.
According to Paul Atreides, Shaddam managed to secure his throne by providing the Spacing Guild with melange from planet Arrakis and arranging his own marriage to a Bene Gesserit. His marriage to Lady Anirul Sadow-Tonkin Corrino (who died in year 10,176 A.G.) resulted in the birth of five daughters: Irulan, Chalice, Wensicia, Josifa and Rugi.
Shaddam's lack of legitimate sons (orchestrated by the Bene Gesserit) ensured that he was the last Emperor of House Corrino. His heir would be a son-in-law belonging to another noble House. This realisation did not prevent Shaddam from efforts to maintain imperial power. Years 10,156 through 10,172 would see the ranks of nobility double in number. The growing competition among the nobles effectively prevented them from joining against the Emperor.
The foundation of Shaddam's power at the time were considered to be the Sardaukar, his imperial army of soldier-fanatics.
Shaddam reportedly felt threatened from reports about his cousin Duke Leto Atreides, whose small army trained under Thufir Hawat, Gurney Halleck and Duncan Idaho was stated to be well-trained enough to rival the Imperial Sardaukar. Consequently, the Emperor conspired with Baron Vladimir Harkonnen, leader of House Harkonnen and longtime rival of Leto.
Leto was pressured to surrender his native planet Caladan to Count Fenring (siridar in absentia) and to receive in exchange Arrakis, the only known source of the all-important spice. Leto chose to obey, but he and most of his army were soon slain as a result of a combined invasion by Sardaukar and Harkonnen forces. The Emperor considered the threat posed by the House Atreides to have ended. However, the Lady Jessica (the illegitimate daughter of Baron Harkonnen and concubine to Duke Leto) and her son Paul Atreides survived. They were given sanctuary by the Fremen and as a result of their skills would soon rise to their leadership.
By year 10,193 Paul had managed to lead the Fremen in capturing most territories of Arrakis. As a result, the Fremen were able to threaten the spice trade. The Emperor and part of his army soon arrived to address this challenge. Shaddam would prove to be overconfident in the superiority of his forces over their enemy. Despite the advice of Baron Harkonnen, Shaddam only took minimal precautions for the possibility of an attack against them in the stated belief that the Fremen would not even dare to approach. The attack found them unprepared. The Fremen managed to slay most of the present Sardaukar. The Emperor and his escort had to surrender. He was brought to Paul, who proceeded in stating his terms. As Chani was Paul's official concubine, he demanded to receive Princess Irulan as wife and to be named heir to the throne. Shaddam had to agree.
Hasimier Fenring (Charismatic/Creative)
Count Fenring of House Fenring
Favorite Civic: Universal Sufferage
http://upload.wikimedia.org/wikipedia/en/5/5d/Count_Fenring.jpg
Count Hasimier Fenring was raised in the imperial court and befriended the prince who later became the Emperor Shaddam IV, with a little help from the count and some poison.
Count Fenring is a failed part of the Bene Geserit breeding scheme to produce a super being, hoverer he was born a eunuch, unable to breed. Hasmir was however supremely skilled in many areas, but chose to become chief assasin to house corrino. He married a bene geserit sister, which guaranteed his loyalty to the sisterhood even over that of his life long friend the Emperor.
The Fenrings, in keeping with court secrecy have their own secret language (probably a variation of a bene geserit code), that sounds much like humming to those not in the know, this make them seem bumbling and harmless.
The Fenrings kept a grand house on Arrakis in the city of Arrakeen, during the Harkonnen rule there. Fenring's house was later used as the home for the royal family of House Attriedes, under duke Leto's rule. After Leto's son, Paul seized control of Arrakis and the empire Frening was ordered by Shaddam to kill Paul. Although apparently capable Fenring refused, not wishing to kill the bene geserits long sought after super being.
Roma Atani
Mentat of House Ordos(Financial/Organized)
Favorite Civic: Mercantilism
http://upload.wikimedia.org/wikipedia/en/e/e5/OrdosMentat_Big.jpg
House Ordos is a mercantile House. the goal of House Ordos is the generation of revenue to sustain the pluto-technocratic elite of their society. The Ordos are portrayed as driven by a calculated and single-minded approach: destroying anything that stands between them and the spice melange. According to the original game House Ordos originated from the amalgamation of several wealthy families into one large cartel who hire expensive but disloyal mercenaries to fight for their cause. Emperor: Battle for Dune further explains:
“House Ordos, of the iceworld Draconis IV. The Ordos are known for their use of
forbidden technologies. Their leader is the Executrix, four beings that share a
single mind. They communicate through a creature known only as "The Speaker."
The Ordos are mercenary, they care for nothing, save power and wealth. In the
language of the Ordos, there are no words for the concepts of trust or honor;
there are more than 300 for the concept of profit."
— Narrator, Emperor: Battle for Dune
D'murr Pilru (Financial/Expansive)
Navigator of The Space Guild
Favorite Civic: Guilds
http://upload.wikimedia.org/wikipedia/en/1/1c/Edric.png
To enable their prescience, Guild Navigators are continuously immersed in highly-concentrated amounts of orange spice gas, which causes their bodies to atrophy and mutate over time, their heads and extremities elongating.The first external sign of melange-induced metabolic change is visible in the eyes, as the drug tints the sclera and iris to a dark shade of blue, called "blue-in-blue" or "the Eyes of Ibad," appearing almost black.
Because the Spacing Guild uses mainly envoys and ambassadors in their dealings, Guild Navigators are historically seldom seen.The Guild Navigator Edric is called a "humanoid fish," and described in his tank of spice gas as "an elongated figure, vaguely humanoid with finned feet and hugely fanned membranous hands — a fish in a strange sea." Navigators were forever bathed in the orange gas of melange, their features often fogged by the vapors," that they possess a "tiny v of a mouth" and "ugly flap of nose" and that "Mouth and nose appeared small on a Navigator's gigantic face with its pulsing temples." Their mutated voices require translation devices.
Edric is described as surviving without spice gas once a hole is opened in his tank, though his prescient abilities are practically useless in this state.
Leto Atreides II (Imperialistic/Philosophical)
Emperor of the Fremen
Favorite Civic: Pacifism
http://i213.photobucket.com/albums/cc23/DoorQPictures/dir_07_letoblue.jpg?t=1240029635
Leto is the son of Paul Atreides and his Fremen concubine Chani, and the twin brother of Ghanima. Leto is named for his paternal grandfather Duke Leto Atreides I, who is killed in the Harkonnen/Imperial invasion of the desert planet Arrakis during the events of the Dune liberation. Leto II is the second child of Paul to bear that name, the first having been killed as an infant by the Emperor's Sardaukar in Dune.
Leto and his twin sister Ghanima are nine years old. Because of the spice ingested by their mother, Leto and Ghanima are "pre-born", meaning that as fetuses in their mother's womb they had been awakened to consciousness and to their genetic memories; they had been born as fully matured human beings in the bodies of infants. At the start of the novel, Leto is not prescient to the degree that his father Paul had been, but he senses the test his father had faced — to embrace a prescient vision of the universe is to set the universe on that path, a terrible responsibility that comes with terrible power. Paul had forsaken that responsibility by walking into the desert — his time as the Fremen messiah had shown him that he was not strong enough to be messiah/tyrant to the universe. Leto believes that he must face the same test.
At the same time, the Imperium created by Paul is ruled by his sister Alia Atreides as regent. The horror of the pre-born — the reason the Bene Gesserit call them "abominations" — is that they are easily possessed by the ego-memories of their ancestors. When Bene Gesserit awaken to their "other memories" in the ritual of the spice agony, they are adults with fully formed personalities, and can withstand the inner assault of their forebears; the pre-born have no such defense. Like Leto and Ghanima, Alia had been pre-born, and she succumbs to the pressure under an intense dose of spice. Among her ancestors is the Baron Vladimir Harkonnen, still hungry for revenge against his enemies, the Atreides. Alia is possessed by him, and unconsciously turns against the Atreides empire, plotting to kill Leto and Ghanima and to tear down the Imperium in a bloody civil war.
Independently, Leto and Ghanima both solve the problem of the pre-born. Leto constructs his own personality out of an executive committee of his ancestors; with all (the important ones) possessing him, none can possess him individually. Following an assassination attempt by House Corrino, Leto disappears into the desert leaving Ghanima behind. As part of Leto's plan, Ghanima hypnotizes herself to believe that Leto had been killed; the intense mental discipline this demands builds a safe haven in Ghanima's mind for her own personality to safely develop.
Leto finds Jacurutu, a sietch that has been forbidden to anyone by Fremen law. There he faces the test his father had refused to take, and embraces prescience, its visions, its attendant power, and the terrible price it will extract — to follow his vision, Leto will become a symbiote with the sandworm, setting the universe on the Golden Path, a future in which humanity's survival is assured. After consuming massive amounts of spice, he allows many sandtrout to cover his body, the concentration of spice in his blood fooling the creatures:
This layer gives Leto tremendous strength, speed and protection from mature sandworms, who mistake his sandtrout-covered body for a lethal mass of water. He calls it a "living, self-repairing stillsuit of a sandtrout membrane," and soon notes that he is "no longer human." Leto returns to wrest the Imperium from Alia and take his rightful place as Emperor.
Scytale (Industrious/Protective)
Face Dancer of the Bene Tleilux
Favorite Civic: Organized Religion
http://upload.wikimedia.org/wikipedia/en/7/74/Scytale1.JPG
Tleilaxu Face Dancer Scytale is involved with the Guild Navigator Edric, Bene Gesserit Reverend Mother Gaius Helen Mohiam, and Princess Irulan Corrino (the consort of Emperor Paul "Muad'Dib" Atreides) in a plot planned by Scytale himself to force Paul from the throne through assassination or abdication. Unlike later Face Dancers presented in the series, Scytale appears autonomous, and his high-level dealings with the other conspirators suggest a certain rank and level of trust among the Tleilaxu.
Scytale kills and assumes the appearance of Lichna, the daughter of the trusted Fremen Otheym, in order to gain entrance to the Atreides Keep at Arrakeen and lure Paul out to Otheym's house, where Scytale has planted a nuclear weapon called a stone burner. The attack fails to kill Paul, but the atomic blast blinds him. Scytale soon makes an attempt to force Paul's allegiance. With the Tleilaxu ghola of Duncan Idaho having regained the memories of the deceased original, Scytale has proven that the Tleilaxu can essentially "resurrect" a human being. He offers Paul a ghola of his concubine Chani, who has just died giving birth to their twin children Leto II and Ghanima. Though tempted, Paul refuses. Scytale holds a knife over the newborn twins; unless Paul accepts, he will kill them instantly. Paul instead kills Scytale with a thrown crysknife, guided by a prescient vision sent by his infant son.
OK, I'm gonna make icon/civopedia art for the 7 holy shrines. And I'm gonna come up with building names and concepts.
Melinko Apr 18, 2009, 12:01 AM The Sound SDK ModComp is done, and now released!
Discussion Thread (http://forums.civfanatics.com/downloads.php?do=file&id=12203)
Download Page (http://forums.civfanatics.com/downloads.php?do=file&id=12203)
I also started a discussion thread for the mod itself, but mainly just for bug reports etc.. :goodjob:
Also I am going to be kinda busy working on the next project, so if anyone wants to mess with that Mod, set values, change values, etc.. just in general Beta Test it.. that would be awesome.
Now going to start working on the Worm itself, to do this I am going to first get the worm in there, then get it into an area of a specific Terrain. I am hoping to make it then patrol its area then head towards the highest sound level. Give me a couple of days on this one as I am going to need to check Unit Orders, and go from there. :)
Have you seen these buildings (http://forums.civfanatics.com/showthread.php?t=316786)?
I think, the city centres and the libraries would fit good :).
Those might be awesome for the Freman the sandy look of the buildings fit right in. :)
And to the worms: I have maybe something for a placeholder.
A few weeks ago, i tried to convert units from Morrowind to Civ4, but it failed, because the animations are not working correcty :(.
But there's a model, i think it's something like a grub, it has only one animation, jumping forward. With a brown skin, and lowered in the ground, there would be only a appearing back. Not perfect, but better than using the normal animals.
Hey That would be awesome, right now I have a worm dressed up as a fighter :P heh
Phoenician Apr 18, 2009, 03:18 AM Just finished some miniature paintings for buttons/civopedia art for the
"7 Holy Shrines" required for Spiritual victory(see previous page).
I will be working on all the names and concepts for buildings and finding/making buttons/civopedia art for them. (except religious buildings)
Civopedia entry for Holy Shrines:
It is hoped by constructing these massive holy shrines and with enough faith that God himself will defeat our enemies and bring paradise on Earth.
Temple of Muad'Dib
http://i6.photobucket.com/albums/y248/community4art/MuadDib.jpg
Temple of the Water of Life
http://i6.photobucket.com/albums/y248/community4art/WaterofLife.jpg
Temple of Jihad
http://i6.photobucket.com/albums/y248/community4art/Jihad.jpg
Temple of Shai-Hulud
http://i6.photobucket.com/albums/y248/community4art/Shai-Hulud.jpg
Temple of the Great Mother
http://i6.photobucket.com/albums/y248/community4art/GreatMother.jpg
Temple of St. Alia-of-the-Knife
http://i6.photobucket.com/albums/y248/community4art/Alia.jpg
Temple of Karama
http://i6.photobucket.com/albums/y248/community4art/Karama.jpg
keldath Apr 18, 2009, 04:23 AM wow guys!
Phoenician!
excellt job!!!
great - pedia entries for the mod will be a great contribution by you! thanks alot!
wowo great art work,
and i like the spiritual victory!
the_j,
thank alot buddy!
i already forgot i asked :) really appreciate this.
Melinko,
great joo aswell,
i will incorporate the mod really soon.
the dwarf buildings are perfect for the fremen indeed,
and yeah i saw that gun effect, would be nice for the desert guys :)
you guys just gave me a whole lot to do hehe...
im near complition of the unit classes- power and resourse req.
:)
Phoenician Apr 18, 2009, 05:11 AM hey keldath buddy,
You can save a lot of time and actually be very creative by using the religious buildings and icons from the Gods of Old scenario in BTS. They look like Dune religions!!!!!
And you can just use the default Jewish package since Judaism is a religion in the Dune universe.
List of 7 religions in Dune from http://en.wikipedia.org/wiki/Religions_of_Dune:
Zensunni
Zensufism
Zenshiism
Judaism
Mahayana Christianity
Muadru
Navachristianity
Look how cool and ancient the God of Old stuff looks, perfect for Dune and it will save you a lot of time. All you have to do is rename them and redo the civopedia entries:
http://i6.photobucket.com/albums/y248/community4art/ss1.jpg
http://i6.photobucket.com/albums/y248/community4art/ss2.jpg
http://i6.photobucket.com/albums/y248/community4art/ss3.jpg
ok, I'm gonna go back to work on the buildings. Doing a lot of research in my books so they are "Dune accurate".
keldath Apr 18, 2009, 05:44 AM awesome Phoenician,
thanks ill use the icons indded, save me time you are :)
starting to work on uniqe units now.
Phoenician Apr 18, 2009, 07:20 AM Keldath,
I just want to tell you that I added more Fremen cities (check previous page) because there are 3 fremen leaders-2 fremen factions. (Leto II + Muad'Dib are same Fremen faction. Stilgard is Sietch Tabr Fremen).
keldath Apr 18, 2009, 07:37 AM oh ok, i will re add them,
try to find more names, or invent some for the rest of the houses, some have a few.
a;so, pedia entries for each house will be nice.
thanks.
hey guys,
what do you think about roads in the mod?
my first thoufgt was:
roads will be named - underground tunnels, and will basicly will be as roads, without any special graphics,
desert lanes - same as rail roads, can be built on sand sea,
m thinking about maybe remove the railraod idea, and just leave the mod with roads,
but,
when using lanes on sand sea the units that can travel both lan and sea will get movement bonus,
so what are your thoughts?
JustATourist Apr 18, 2009, 10:05 AM Roma Atani, cool choice. But I am wondering, what's about House IX with their hight tech products. Are they left out on purpose?
Phoenician Apr 18, 2009, 11:13 AM Keldath,
I forgot to do Bene Tleilux description, I just added it with the other civs on previous page.
OK, I added more cities for ALL civs-even more for Bene Gesserit and Harkonnen because they have 2 leaders each.
Bene Tleilux Civ:
Scytale (Industrious/Protective)
Face Dancer of the Bene Tleilux
Favorite Civic: Organized Religion
http://upload.wikimedia.org/wikipedia/en/7/74/Scytale1.JPG
Tleilaxu Face Dancer Scytale is involved with the Guild Navigator Edric, Bene Gesserit Reverend Mother Gaius Helen Mohiam, and Princess Irulan Corrino (the consort of Emperor Paul "Muad'Dib" Atreides) in a plot planned by Scytale himself to force Paul from the throne through assassination or abdication. Unlike later Face Dancers presented in the series, Scytale appears autonomous, and his high-level dealings with the other conspirators suggest a certain rank and level of trust among the Tleilaxu.
Scytale kills and assumes the appearance of Lichna, the daughter of the trusted Fremen Otheym, in order to gain entrance to the Atreides Keep at Arrakeen and lure Paul out to Otheym's house, where Scytale has planted a nuclear weapon called a stone burner. The attack fails to kill Paul, but the atomic blast blinds him. Scytale soon makes an attempt to force Paul's allegiance. With the Tleilaxu ghola of Duncan Idaho having regained the memories of the deceased original, Scytale has proven that the Tleilaxu can essentially "resurrect" a human being. He offers Paul a ghola of his concubine Chani, who has just died giving birth to their twin children Leto II and Ghanima. Though tempted, Paul refuses. Scytale holds a knife over the newborn twins; unless Paul accepts, he will kill them instantly. Paul instead kills Scytale with a thrown crysknife, guided by a prescient vision sent by his infant son.
keldath Apr 18, 2009, 01:02 PM JustATourist,
not to worry, ix will indeed get in the mod,
but, it will be after the first release, thegoal is to get an optimal version inside,
then start adding more and more stuff.
and the first thing is adding around 10 houses more.
Phoenician,
great thanks,
just one favor,
mark the added city names, it will be easier for me to recognize the added names.
:)
Phoenician Apr 18, 2009, 02:25 PM OK, Keldath, here are the civopedia for the Houses that you wanted. Will later get back to work on buildings.
House Atreides
http://upload.wikimedia.org/wikipedia/en/2/27/House_Atreides_Insignia.jpg
Leader: Duke Leto Atreides
History: , House Atreides is led by the Duke Leto Atreides I. His concubine is the Bene Gesserit Lady Jessica; she had been instructed by her order to bear a daughter as part of their breeding program. But out of love for Leto, she had given him a son: Paul Atreides. This seemingly innocuous choice would drastically change the course of mankind forever.
The Atreides are lured to the desert planet Arrakis under the pretense of taking over the spice-mining operation there. The spice is the most valuable commodity in the universe — it makes interstellar travel possible, extends life and can unlock dormant abilities in the Bene Gesserit — and Arrakis is its only known source. But Leto and his family are caught in a plot to destroy them, orchestrated by their rivals of millennia, House Harkonnen, and the jealous Padishah Emperor Shaddam Corrino IV himself.
An attack on the Atreides, assisted by a Harkonnen traitor in their midst and the Imperial Sardaukar soldier-fanatics, results in Leto's death. Paul and Jessica flee into the desert and are presumed dead; they find a place with the native Fremen, who believe Paul is their prophesied messiah, the Mahdi. Jessica gives birth to Leto's daughter, Alia; the child is what the Bene Gesserit call an Abomination because Jessica had undergone the ritual spice agony while pregnant, inadvertently awakening Alia to full consciousness in the womb. As a result of Jessica's earlier choice to have a son, Paul himself is the Kwisatz Haderach — the goal of the Bene Gesserit breeding program — born a generation early and out of the Sisterhood's control.
Soon Paul is able to amass an army of Fremen, their fierce fighting skills enhanced by training in the Bene Gesserit Weirding Way. He and his Fremen concubine Chani have a son they call Leto, but the boy is killed in infancy as the battle for Arrakis intensifies. Now called Muad'Dib, Paul leads the Fremen forces to victory over the Emperor's Sardaukar on Arrakis, and by threatening the destruction of all spice production manages to depose Shaddam and ascend the throne in his place.
Bene Tleilax
http://upload.wikimedia.org/wikipedia/en/f/f4/Bene_Tielax_Insignia.jpg
Leader: Bene Face Dancer Scytale
Histrory: The Bene Tleilax or Tleilaxu are an extremely xenophobic and isolationist society. The Bene Tleilax are genetic manipulators, equivalent in power to a major house in the Imperium. They exclusively control a number of planets in the Imperium, but they are originally connected with the planet Tleilax, the sole planet of the star Thalim.
Not organized along feudal lines (as most of the rest of the Imperium is), the Tleilaxu are secretive and very little is known about them; however, in Heretics of Dune their society is said to be a meritocracy. They are chiefly known for their biological products, such as artificial eyes, gholas, and Face Dancers. Because they deal in morally-questionable but highly desired products, the Tleilaxu are universally distrusted but still influential.
Bene Gesserit
http://i6.photobucket.com/albums/y248/community4art/LadyJessicaAtreides.jpg
Leaders: Reverend Mother Gaius Helen Mohiam / Reverend Mother and Abomination Alia-of-the-Knife
History: The Bene Gesserit are a key social, religious and political force in Frank Herbert's science fiction Dune universe. The group is described as an exclusive sisterhood whose members train their bodies and minds through years of physical and mental conditioning to obtain powers and abilities that can easily seem magical to outsiders. Due to their secretive nature and misunderstood abilities, outsiders often call them witches. Acolytes who have acquired the breadth of Bene Gesserit abilities are called Reverend Mothers within the organization's ranks.
Trained at the Mother School on Wallach IX, and later headquartered at a hidden world known as Chapterhouse, the Bene Gesserit are loyal only to themselves. However, to obtain their goals and avoid outside interference, they often screen themselves with an illusion of being loyal to other groups or individuals.
in the chaotic time after the Butlerian Jihad and before the unveiling of the Orange Catholic Bible, the Bene Gesserit "consolidated their hold upon the sorceresses, explored the subtle narcotics, developed prana-bindu training and conceived the Missionaria Protectiva, that black arm of superstition. But it is also the period that saw the composing of the litany against fear and the assembly of the Azhar Book, that bibliographic marvel that preserves the great secrets of the most ancient faiths."
The Bene Gesserit existed for millennia, appearing as a semi-mystical school that trained women for service to the Empire as Truthsayers or mates. In reality, they were subtly controlling the Empire behind the scenes in order to help humanity become more mature and ultimately guide humanity into tapping its genetic potential.
In addition to their superior combat skills, the Bene Gesserit possessed precise physiological control that allowed, among countless uses, precise control over conception and embryotic sex determination, ageing and even the ability to render poisons harmless within their bodies. Their power of Voice allowed them to control others by merely modulating their vocal tones. Sisters who survived a ritualized poisoning known as the spice agony achieved increased awareness and abilities through access to Other Memory, and were subsequently known as Reverend Mothers.
The Bene Gesserit developed a large-scale breeding program in order to create a superbeing that they could use in order to gain control more directly. To do this they sent breeding sisters to mate with those whose genes they required and whose bloodlines they had subtly manipulated for generations.
Their super-being (the Kwisatz Haderach) arrived a generation earlier than expected in their breeding plan in the form of Paul Atreides, who was free from their control.
Fremen
http://upload.wikimedia.org/wikipedia/en/d/de/Fremen_Insignia.jpg
Leaders: Prophet Muad'Dib / Emperor Leto II
History: The Fremen inhabit Arrakis, also known as Dune, the desert planet that is the sole source of the spice melange in the Known Universe. The Fremen come to Dune thousands of years before the events of the Dune Liberation as the Zensunni Wanderers, a religious sect in retreat. As humans in extremis, over time they adapt their culture and way of life for their survival in the incredibly harsh conditions of Dune. They take to calling themselves the Free Men of Dune, later shortened to Fremen. The Fremen are literally the "Free Men" — convicts who had been transported to "Duneworld" to work for the spice operation of the "Hoskanners" in exchange for a reduction in their sentence.
The Fremen are organized into communities called sietches. Each sietch has a naib leader who decides what the people in the sietch will do (sending patrols, collecting spice, moving to a new place, etc.) and leads the sietch men into battle. A naib can be challenged by another fremen for leadership, and every new naib makes a ceremony in which he swears he will never fall alive into the enemy's hands. The Fremen practice polygamy, apparently as a means of pinpointing male infertility. Because their diet is rich with the spice melange, adult Fremen have blue-in-blue eyes.
Each sietch has a Sayyadina, a wise woman trained in the spiritual traditions of her people who frequently functions as an acolyte to a Fremen Reverend Mother, comparable to a Bene Gesserit Reverend Mother. A Sayyadina can also function as a spiritual leader in her own right. There are hints in the novels that the Sayyadina rite preceded the adoption of the role and title of the Bene Gesserit equivalent.
The Fremen system of justice relies ultimately on trial by combat. The naib of the tribe is the person who killed the previous naib in single combat. Any Fremen may challenge another to a duel to the death over matters of etiquette, law, or honour; the winner of the duel is responsible for the wife, children, and certain possessions of the loser, as well as the right of the circumstances leading to the duel. Because a duel is fought without the water-retaining stillsuit, the victor is entitled to the deathstill-reclaimed water to make up for the moisture sacrificed in the fight.
Fremen are some of the best hand to hand combatants in the universe. Their difficult upbringing and spartan existence ensure that only the strongest survive.
Paul recalled the stories of the Fremen — that their children fought as ferociously as the adults. Padishah Emperor Shaddam Corrino IV later notes, "I only sent in five troop carriers with a light attack force to pick up prisoners for questioning. We barely got away with three prisoners and one carrier. Mind you, Baron, my Sardaukar were almost overwhelmed by a force composed mostly of women, children, and old men."
Due to the invention of the personal body shield, hand to hand combat has re-entered human conflict; all forms of projectile weapons have been made semi-obsolete. Energy weapons — lasguns — react violently with a shield, creating an explosion comparable to sub-atomic fusion, killing operator and shield wearer. Body shielding may be compromised, but only by moving an edged weapon at a speed slow enough to penetrate the tuning of a shield. Additionally, shields are known to drive the fiercely territorial sandworms of Arrakis into a killing frenzy. For this reason, shields are not used on Arrakis's open regions with any frequency and as a result of these plot devices, Fremen have an edge in hand to hand combat because they do not slow their weapons when attacking, unlike those used to attacking a shielded enemy. Fremen use different archaic weapons to great effect (firearms, crossbows), but the most deadly and prized possession of a Fremen warrior is the crysknife — a personally tuned blade ground from the tooth of a sandworm. An untreated crysknife will disintegrate soon upon the death of its owner unless it is close to human flesh. Fremen tradition also demands that a drawn crysknife must not be sheathed until it draws blood. Paul Atreides (in his role as Muad'Dib) personally trains a force of Fremen "death commandos" (known as Fedaykin) in the use of the Weirding Way.
The most notable custom of the Fremen is their water conservation. Living in the desert with no natural sources of water has spurred the Fremen to build their society around the collection, storage, and conservative use of water. The Fremen think about moisture conservation, not simply water conservation. Dune (Arrakis) is a desert planet parched to such a degree that no natural open water exists on the entire planet. Thus water conservation is of utmost importance for survival. The Fremen have also evolved an extended large intestine for greater absorption of water. Water is collected from the atmosphere in windtraps that condense the humidity and add it to the underground water store. Water can also be collected from dead animals and people (especially outside wanderers) and processed in a deathstill which removes the water from the carcass for addition to the sietch water store. The Fremen who caused or discovered the death of the animal or person is then given a set of waterrings whose markings denote a volume of water equal to the amount of water collected.
Sietch Tabr Fremen
http://dune.webz.cz/images/worm.jpg
Leader: Naib Stilgar
History: In 10,175 A.G., Stilgar challenged Forad, the Naib of Sietch Tabr, and defeated him, becoming the new Naib of Sietch Tabr, a title he would hold until his death in 10,228 A.G.
In his youth, Stilgar and two friends, Turok and Ommun, had been cornered by thuggish Harkonnen troopers. Badly injured, Stilgar would have died if Pardot Kynes had not come and helped kill the troops. Because of this water-debt, Stilgar and Pardot Kynes became good comrades. Stilgar, Turok and Ommun promised to help Kynes achieve his dream of turning Arrakis into a paradise. When Pardot Kynes died, Stilgar was a very good friend to his son Liet Kynes, and thereby something of a paternal figure to Liet's daughter Chani (later concubine/wife of Paul "Muad'dib" Atreides).
It was not until 10,153 A.G., after a successful raid against a Harkonnen village, that he acquired the name of Stilgar. Among the members of Umbu Sietch, he was known as Sahkan or "the Desert Hawk."
House Harkonnen
http://upload.wikimedia.org/wikipedia/en/c/c2/House_Harkonnen_Insignia.jpg
Leaders: Baron Vladimir Harkonnen / Governor Rabban
History: House Harkonnen is headed by the cruel yet cunning Baron Vladimir Harkonnen. Human life is of little consequence to the Baron or his nephews, the brutish Glossu Rabban and Harkonnen's heir Feyd-Rautha. The Harkonnen homeworld Giedi Prime itself is an industrial wasteland with a low photosynthetic potential, its once-rich natural resources exhausted and the environment fouled with industrial pollution.The Baron himself is "the direct-line male descendant of the Bashar Abulurd Harkonnen who was banished for cowardice after the Battle of Corrin," and House Harkonnen's return to power "generally is ascribed to adroit manipulation of the whale fur market and later consolidation with melange wealth from Arrakis."
A longstanding feud exists between the decadent Harkonnens and the honorable House Atreides of Caladan. The Baron's intent to exterminate the Atreides line seems close to fruition as Duke Leto Atreides is lured to the desert planet Arrakis on the pretense of taking over the valuable melange operation there. Harkonnen has an agent in the Atreides household and the secret assistance of the Padishah Emperor Shaddam IV; the Baron manages to kill Leto, and the Duke's concubine Lady Jessica and son Paul are left to die in the open desert. But this Harkonnen treachery sets in motion Paul's rise to power among Arrakis' native Fremen, and positions him as a threat to the Imperial interests there. The Baron later dies at the hand of Paul's sister Alia, and Feyd is killed shortly thereafter by Paul himself. Now in control of Arrakis, the source of the all-important spice melange, Paul unseats the Emperor.
House Corrino
http://i6.photobucket.com/albums/y248/community4art/HouseCorrino.jpg
Leader: Emperor Shaddam IV
History: Imperial House Corrino is a noble family that came to power after mankind's victory against the thinking machines at the Battle of Corrin (from which they take their name), and rule until deposed by Paul Atreides approximately 10,000 years later during the events of the Liberation of Dune.
Members of this Imperial House rule as Padishah Emperors of the Known Universe for over 10,000 years, from the time of the Butlerian Jihad until the defeat of the 81st Padishah Emperor Shaddam Corrino IV by "Muad'Dib" (Paul Atreides) and the Fremen. Shaddam IV has five daughters, though only two play a part in the events of the Dune saga; the Bene Gesserit-trained Princess Irulan marries Paul in a political alliance designed to effect his ascension to the throne, and her sister Princess Wensicia later plots to place her son Farad'n on the throne.
The Imperial House Corrino's ancestral planet is Salusa Secundus, the original seat of imperial power since the Butlerian Jihad, but the Royal Court is at some point moved to the planet Kaitain before the events of Dune. The harsh conditions on Salusa Secundus allow the Corrinos to develop the universe's most-feared military unit, the warrior-fanatic Sardaukar, the means by which House Corrino controls the Empire.
The Prelude to Dune prequel trilogy (1999-2001) by Brian Herbert and Kevin J. Anderson establishes that Salusa Secundus had been devastated by atomics by a renegade House which is subsequently exterminated, their name erased from history. The planet is intentionally left as a barren wasteland.
House Ordos
http://upload.wikimedia.org/wikipedia/en/0/0f/Ordos.jpg
Leader: Mentat Roma Atani
History: House Ordos is a mercantile House concentrated on revenue to sustain the pluto-technocratic elite of their society. The Ordos are portrayed as driven by a calculated and single-minded approach: destroying anything that stands between them and the spice melange. House Ordos originated from the amalgamation of several wealthy families into one large cartel who hire expensive but disloyal mercenaries to fight for their cause.
“House Ordos, of the iceworld Draconis IV. The Ordos are known for their use of forbidden technologies. Their leader is the Executrix, four beings that share a single mind. They communicate through a creature known only as "The Speaker." The Ordos are mercenary, they care for nothing, save power and wealth. In the language of the Ordos, there are no words for the concepts of trust or honor; there are more than 300 for the concept of profit." — Narrator, Emperor: Battle for Dune
House Fenring
http://www.atmos.ucla.edu/images/2007/space2.jpg
Leader: Count Hasimir Fenring
History: In the events of Dune, Fenring serves as Governor of Arrakis during the handover period between House Harkonnen and House Atreides (he previously had been the Imperial Agent on Arrakis during the Harkonnen regime). As Padishah Emperor Shaddam's chief counsellor, Fenring is frequently described as "the Emperor's errand boy" in the novel. Baron Harkonnen refers to Fenring as "Ambassador to the Smugglers", indicating Shaddam IV's interest in spice smuggling operations on Arrakis. Fenring is later the Siridar-Absentia of the Atreides homeworld of Caladan while the Atreides occupy Arrakis.
During a subsequent visit to the Harkonnen homeworld of Giedi Prime, Fenring's wife Lady Margot, with his knowledge and following orders from the Bene Gesserit, seduces Feyd-Rautha Harkonnen in order to retrieve his genetic material (through conception) for the Bene Gesserit breeding program. Fenring seems complicit in the Bene Gesserit scheme, saying "I can see now why we must have that bloodline."
In Count Fenring: A Profile (referenced via epigraph in Dune), Princess Irulan writes of Fenring's relationship with her father, Shaddam IV:
"No woman, no man, no child ever was deeply intimate with my father. The closest anyone ever came to casual camaraderie with the Padishah Emperor was the relationship offered by Count Hasimir Fenring, a companion from childhood. The measure of Count Fenring's friendship may be seen first in a positive thing: he allayed the Landsraad's suspicions after the Arrakis Affair. It cost more than a billion solaris in spice bribes, so my mother said, and there were other gifts as well: slave women, royal honors, and tokens of rank. The second major evidence of the Count's friendship was negative. He refused to kill a man even though it was within his capabilities and my father commanded it. I will relate this presently."
When Shaddam is forced into a corner by Paul Atreides in Dune, he and his Truthsayer, the Bene Gesserit Reverend Mother Mohiam, realize "they had one weapon left and both knew it: treachery." Fenring is summoned. Shaddam orders him to kill Paul, but Fenring refuses his Emperor's wishes for the only known time: "The Count focused on Paul, seeing with eyes his Lady Margot had trained in the Bene Gesserit way, aware of the mystery and hidden grandeur about this Atreides youth." Paul represents the success of the Bene Gesserit breeding program of which Fenring himself is a failure. Paul himself notes, "Fenring was one of the might-have-beens, an almost Kwisatz Haderach, crippled by a flaw in the genetic pattern — a eunuch, his talent concentrated into furtiveness and inner seclusion." - According to Appendix IV: The Almanak en-Ashraf (Selected Excerpts of the Noble Houses)
Spacing Guild
http://upload.wikimedia.org/wikipedia/en/4/46/Guild_Small.jpg
Leader: D'murr Pilru
History: The Spacing Guild has a monopoly on imperial banking and interstellar travel: with the use of melange, the geriatric spice, Guild Navigators are the only beings capable of piloting the massive Guild heighliners safely through space. The heightened awareness and prescience the spice grants allows the Navigator to plot a safe course between the stars. Contrary to popular belief, the navigators do not themselves 'fold' space, allowing a nearly instantaneous trip. The space-folding is accomplished by Holtzman engines activated from the navigator's chamber.
The Guild is apolitical (with exceptions, noted below), since their monopoly allows them to dictate terms to all parties that preserves the economy that supports them. As the only party able to transport goods in an interstellar economy, the Guild's highest concern is that commerce continue; for commerce to continue, the Guild must continue; for the Guild to continue, melange must be available. Ultimately, the Guild's only concern is that melange continue to be mined on Arrakis. Because spice is a requirement for long distance space transport, their motto resonates throughout the empire: "the spice must flow."
With their power over interstellar transport, the Guild holds the ability to peacefully end wars and to shape much of the political world. This is not to say that the Guild takes the position of categorically preventing any military action. To the contrary, there have been numerous cases of Guild support of war, and in each of them the Guild was paid high rates to transport troops and materiel.
Houses of the Imperium may contract with the Guild to be removed "to a place of safety outside the System;" in the past some Houses in danger of ruin or defeat have "become renegade Houses, taking family atomics and shields and fleeing beyond the Imperium." The Guild controls a "sanctuary planet" (or planets) known as Tupile intended for such "defeated Houses of the Imperium ... Location(s) known only to the Guild and maintained inviolate under the Guild Peace."
Phoenician Apr 18, 2009, 02:30 PM JustATourist,
Phoenician,
great thanks,
just one favor,
mark the added city names, it will be easier for me to recognize the added names.
:)
ugh crap. I wrote down so many cities and some of them are crossed off and I don't remember where I started with them. I came up with so many cities in such a short time just so I could get more cities in that I couldn't keep track. I wish I could but I can't remember where I started the new ones and my notes are too unorganized to figure it out. Sorry buddy, but your gonna have to figure them out or do it over lol .
Jeckel Apr 18, 2009, 03:03 PM Wow, looks like its coming along well keldath. :goodjob:
I don't know about including my weather mod in Dune, I never finished the modcomp and it was overly complex for any real playable mod, but I think I have an idea to implement weather in a lot more practical way.
I will talk with Melinko about it, and we'll see what we can put together. :)
keldath Apr 18, 2009, 03:19 PM Phoenician,
wow p,
i couldnt ask for more,
excellent now i can do the flags with the icons you provided! thanks!
Jeckel,
great, if you can indeed point melinko to it, that would be swell,
thanks.
adeded some more uu's
give me some names for units - not for atreidis hark' or ordos, they are finished .
Jeckel Apr 18, 2009, 05:31 PM I've talked with Melinko and we're tossing some ideas around on how to implement weather in the mod. We'll figure something out for him to code up for ya. :king:
Melinko Apr 18, 2009, 05:33 PM Alright I started the worm, I got the unit and everything in there, but I am going to need to make a new Unit AI for it. What I was thinking of including is
In order of checked.
1) Heal
2) Move To/attack loudest noise
3) patrol
If there are any other actions you think it should take let me know and I will add it, but I think this pretty much sums up what it is going to do. The details of Size of territory, etc, will all be just tags under the UnitInfo so that can be changed whenever you want.
keldath Apr 18, 2009, 06:09 PM Jeckel,
:))
Melinko,
heal?
yes sounds excellent.
while your at it - can you add more unitais?
attack - both sea and land? for example? you know why im mentioning this hehe...
great to know we will be able to manage stuff from the xml.
wow cant ait to see the worm sign in action!
Melinko Apr 18, 2009, 06:20 PM Jeckel,
:))
Melinko,
heal?
yes sounds excellent.
while your at it - can you add more unitais?
Yes, but let me work through this one, there is a few things I am still fighting with.
attack - both sea and land? for example? you know why im mentioning this hehe...
great to know we will be able to manage stuff from the xml.
wow cant ait to see the worm sign in action!
I actually checked that out
if (plot()->isWater() && !canMoveAllTerrain())
{
getGroup()->pushMission(MISSION_SKIP);
return false;
}
Now as far as I can tell this is why CanMoveAllTerain stops units from doing its missions on water. So show if canMoveAllTerrain = 1 then should work if given correct mission for the situation. But about what we were discussing... just make it land.. :) We will work out how to make it work, there is so many things we would have to incorporate with sea/land domain that it just wouldn't make it worth to do.
The_J Apr 18, 2009, 08:07 PM The Sound SDK ModComp is done, and now released!
Discussion Thread (http://forums.civfanatics.com/downloads.php?do=file&id=12203)
Download Page (http://forums.civfanatics.com/downloads.php?do=file&id=12203)
:goodjob:
Hey That would be awesome, right now I have a worm dressed up as a fighter :P heh
I was right, it has a bit more animations, and they are played in one row.
But look at the attachment, maybe you can although use it.
Phoenician!
excellt job!!!
I agree, what a work!
great - pedia entries for the mod will be a great contribution by you! thanks alot!
wowo great art work,
and i like the spiritual victory!
It might be to difficult.
the_j,
thank alot buddy!
i already forgot i asked :) really appreciate this.
I'm glad, that i can help :).
hey keldath buddy,
You can save a lot of time and actually be very creative by using the religious buildings and icons from the Gods of Old scenario in BTS. They look like Dune religions!!!!!
And you can just use the default Jewish package since Judaism is a religion in the Dune universe.
Good idea.
hey guys,
what do you think about roads in the mod?
my first thoufgt was:
roads will be named - underground tunnels, and will basicly will be as roads, without any special graphics,
desert lanes - same as rail roads, can be built on sand sea,
m thinking about maybe remove the railraod idea, and just leave the mod with roads,
but,
when using lanes on sand sea the units that can travel both lan and sea will get movement bonus,
so what are your thoughts?
I think, roads seems to be not logical, because most units are flying.
Underground tunnels are okay :).
But it would be no problem to remove the need of roads for trading/resources.
It can be done in the same way, like the trading over ocean is allowed.
Just make a dummy-tech, which allows trading over every terrain, and give it every civilization.
Wow, looks like its coming along well keldath. :goodjob:
I don't know about including my weather mod in Dune, I never finished the modcomp and it was overly complex for any real playable mod, but I think I have an idea to implement weather in a lot more practical way.
I will talk with Melinko about it, and we'll see what we can put together. :)
I could also need the weather, so if you're working on it...:)
Ajidica Apr 18, 2009, 09:24 PM Its looking good, but for religions, what about Orange Christianity, or is that part of Mahayana Christianity. Although for the Harkonnens, the Leader has to be the Baron Harkonnen, Rabban was only the planetary governor of Arrakis, I don't ever recall if he was made te na-Baron (second in line).
I realize that although I haven't been helping much and don't have much say, I would turn away from the Harkonnens from being purely militaristic. Remember, they planted Yueh in the Atriedes house and orchestrated the whole plan. All the emperor did was give some financail backing and supply the Sardaukar.
I would reccomend roads being called 'Communication Lanes', or something like that. My reasoning behind that is that I'm assuming that in places where you are communicating heavily, you have a better understanding of the terrain and such.
keldath Apr 18, 2009, 11:49 PM halleluiah!
we have a worm graphics !
thank alot the_j!!!
well, melinko,
i did almost all of the units as land, just a few is over sea,
so its the main problem for the mod i think,
if the units wont do their mission over allterrain, then......whats the point of having sand sea? sand sea worms...?
ill redo the units and change them all to land, so i really hope you can set somthing there.
i will think more about the roads thing , thanks for the ideas,
gotta go to work now.
Melinko Apr 19, 2009, 12:41 AM Alright I made a new UnitAIInfo for the sandworm, it was a little more difficult then I though to get it all to work, but it is working now. So hopefully any unit you want to act like a sandworm all you need to do is change its DefaultUnitAI.
The_J- I couldn't get the model to work right, not sure why but it crashed the game. There was only a .nif and a .dds in there is that what it was supposed to have?
Melinko Apr 19, 2009, 12:42 AM halleluiah!
we have a worm graphics !
thank alot the_j!!!
well, melinko,
i did almost all of the units as land, just a few is over sea,
so its the main problem for the mod i think,
if the units wont do their mission over allterrain, then......whats the point of having sand sea? sand sea worms...?
Because they are land, doesn't mean that really anything has changed. Just the Domain type is different everything else is going to be the same? The Sand Sea part is just a name, cause it looks like a Sea of sand :)
Phoenician Apr 19, 2009, 05:47 AM I just realized that in order for the spiritual victory to work you have to maintain control of founding city of your state religion, otherwise if you spread your religion everywhere, someone else can build the 7 holy shrines and all that hard work for spreading your religion has been thwarted. So I added "must control founding city of your state's religion -check first page.
adeded some more uu's
give me some names for units - not for atreidis hark' or ordos, they are finished .
I would recommend the "SandRider" for the Fremen. It is "one who is capable of capturing and riding a sandworm."
For the Sietch Tabr Fremen, I would recommend the "SandWalker" It is "any Fremen trained to survive in the open desert."
Phoenician Apr 19, 2009, 07:36 AM I cannot imagine a Dune mod without the David Lynch/Toto Soundtrack. This soundtrack is GODLY.
Entire Soundtrack to the Lynch film:
01 Prologue (http://uploading.com/files/5W8Z3KTL/01 Prologue.m4a.html)
02 Main Title (http://uploading.com/files/NT47A7TN/02 Main Title.m4a.html)
03 Robot Fight (http://uploading.com/files/3X9STM9U/03 Robot Fight.m4a.html)
04 Leto's Theme (http://uploading.com/files/GUX7YZ0W/04 Leto's Theme.m4a.html)
05 The Box (http://uploading.com/files/WIHKT3K0/05 The Box.m4a.html)
06 The Floating Fat Man (The Baron) (http://uploading.com/files/WPW0MOHP/06 The Floating Fat Man (The Baron).m4a.html)
07 Trip To Arrakis (http://uploading.com/files/SYDFALOM/07 Trip To Arrakis.m4a.html)
08 First Attack (http://uploading.com/files/YIQPDJY1/08 First Attack.m4a.html)
09 Prophecy Theme (http://uploading.com/files/6D61C85E/09 Prophecy Theme.m4a.html)
10 Dune (Desert Theme) (http://uploading.com/files/AJWNMTU9/10 Dune (Desert Theme).m4a.html)
11 Paul Meets Chani (http://uploading.com/files/PPSUKC3T/11 Paul Meets Chani.m4a.html)
12 Prelude (Take My Hand) (http://uploading.com/files/ZCNAN7PF/12 Prelude (Take My Hand).m4a.html)
13 Paul Takes The Water Of Life (http://uploading.com/files/E3Y10LTL/13 Paul Takes The Water Of Life.m4a.html)
14 Big Battle (http://uploading.com/files/VJNMZLS4/14 Big Battle.m4a.html)
15 Paul Kills Feyd (http://uploading.com/files/ZNQG4ZSF/15 Paul Kills Feyd.m4a.html)
16 Final Dream (http://uploading.com/files/BMPY5CO5/16 Final Dream.m4a.html)
17 Take My Hand (http://uploading.com/files/MH5AB48I/17 Take My Hand.m4a.html)
The Children of Dune soundtrack is amazing and would be a great backdrop to the game.
Entire Children of Dune soundtrack:
01 Summon The Worms (http://uploading.com/files/GTF552HR/01 Summon The Worms.m4a.html)
02 Dune Messiah (http://uploading.com/files/E5GU8PD3/02 Dune Messiah.m4a.html)
03 Main Title (House Atreides) (http://uploading.com/files/OIMP7RAG/03 Main Title (House Atreides).m4a.html)
04 The Revolution (http://uploading.com/files/0BQY7ENC/04 The Revolution.m4a.html)
05 Fear Is The Mind Killer (http://uploading.com/files/GGXX996C/05 Fear Is The Mind Killer.m4a.html)
06 The Arrival Of Lady Jessica (http://uploading.com/files/D90O7ASR/06 The Arrival Of Lady Jessica.m4a.html)
07 Leto Atreides II (http://uploading.com/files/9JOE47C3/07 Leto Atreides II.m4a.html)
08 Inama Nushif (Montage) (http://uploading.com/files/ZSWN2F8K/08 Inama Nushif (Montage).m4a.html)
09 War Begins (http://uploading.com/files/3V82LZZ8/09 War Begins.m4a.html)
10 Battle Of Naraj (http://uploading.com/files/HCAICJA3/10 Battle Of Naraj.m4a.html)
11 Rya Wolves (http://uploading.com/files/BJMDSLE5/11 Rya Wolves.m4a.html)
12 I Have Only Now (http://uploading.com/files/NI37BK7U/12 I Have Only Now.m4a.html)
13 The Impossible Wager (http://uploading.com/files/VHO05EOB/13 The Impossible Wager.m4a.html)
14 Face Dancer (http://uploading.com/files/IT7N9NHJ/14 Face Dancer.m4a.html)
15 The Throne Of Alia (http://uploading.com/files/JIOUMI43/15 The Throne Of Alia.m4a.html)
16 Trap The Worm (http://uploading.com/files/W9TVJV59/16 Trap The Worm.m4a.html)
17 Salusus Secundus (http://uploading.com/files/UJWV818L/17 Salusus Secundus.m4a.html)
18 The Jihad (http://uploading.com/files/4CD1GL97/18 The Jihad.m4a.html)
19 The Ring Of Paul (http://uploading.com/files/OJVCLZ6T/19 The Ring Of Paul.m4a.html)
20 Exiles (http://uploading.com/files/ZHL2L86G/20 Exiles.m4a.html)
21 Sins Of The Mother (http://uploading.com/files/VW166CTR/21 Sins Of The Mother.m4a.html)
22 Irulan I's Regret (http://uploading.com/files/TGHOTP79/22 Irulan I's Regret.m4a.html)
23 My Skin Is Not My Own (http://uploading.com/files/2FELBQC4/23 My Skin Is Not My Own.m4a.html)
24 Reunited (http://uploading.com/files/TW1HN96O/24 Reunited.m4a.html)
25 The Golden Path (http://uploading.com/files/QP44UJ80/25 The Golden Path.m4a.html)
26 Child Emperor (http://uploading.com/files/EWCI31LX/26 Child Emperor.m4a.html)
27 Sign Of Bene Gesserit (http://uploading.com/files/R8HAQNV2/27 Sign Of Bene Gesserit.m4a.html)
28 The Preacher At Arrakeen (http://uploading.com/files/67JLI50Z/28 The Preacher At Arrakeen.m4a.html)
29 The Seret Journey (http://uploading.com/files/JYVFAY4C/29 The Seret Journey.m4a.html)
30 The Ghola Duncan. (http://uploading.com/files/GTC5FY31/30 The Ghola Duncan.m4a.html)
31 Leto And Chaniuma (http://uploading.com/files/PN4VW7YD/31 Leto And Chaniuma.m4a.html)
32 The Fremen Qizarate (http://uploading.com/files/Z96URTHR/32%20The%20Fremen%20Qizarate.m4a.html)
33 Farewell (http://uploading.com/files/ZMJ0VSER/33 Farewell.m4a.html)
34 Children Of Dune (http://uploading.com/files/JKY4XLNB/34 Children Of Dune.m4a.html)
35 Horizon (http://uploading.com/files/B54HOPV8/35 Horizon.m4a.html)
36 End Title (http://uploading.com/files/6DLS6LCK/36 End Title.m4a.html)
keldath Apr 19, 2009, 10:06 AM Melinko,
get me the worm files and i see why theres a crash, pretty good at this part .
im not sure what i understood from you answer/quastion about the domain,
probably you know what i mean, but ill write it anyway:
the problem right now,
that once i made a unit to be able to move all terrain,
it wont nessersary cross the ocean like it should,
i ran some game tests, and saw the result,
nations that are on another continent then i, just wont send forces,
not via air transports or sea transports,
every now and then a few few units partol or move the seas,
not like in the vanilla for instance when the seas are full with patrolling ships,
thats basicly what i want,
the ai, to ignore the fact theres what, once i set a unitai - to unitai_attack_city,
i would like to see hordes of units crossing the desert/sea to get to my cities and attack,
in the vanilla, when you declare war, soon after the ai strikes with a number of units every now and then, or stockpiling units near your borders, and then strikes.
the current issue - when set to move all terrain - it doesnt make the ai to carry out its purpose - if the ai is at war, unless theres a land connection, it wont send forces across sea, even though the units have all terrain movement,
for testing this, i was at war with the ai, with no land connection,
i passed turns and the ai barly attacked, when i formed land connection via world builder, boom the ai send forces to crash me.
so there has to be some solution to make the ai acknoledge that the seas are like land when allterrain is checked for the unit,
my guees - its by making a new set of unitais like the new worm ai, or somthing to do with the domain,
rwally hope you can fix that, cause it kinda buggs me....the whole dune strategy is suppose to be on all terrain movement....so
basicly what im saying,
plz help with that issue....:)
Phoenician,
dont worry nowfor the victories,
we will cross that bridge later,
im sure we will be able to something nive with them :)
as for the music,
well p, youve done it again,
i bet it was alot of work to link all the files here,
but i wish you asked me before,
i already got both soundtracks........
so sorry man, but i appriciate it.
The_J Apr 19, 2009, 11:46 AM The_J- I couldn't get the model to work right, not sure why but it crashed the game. There was only a .nif and a .dds in there is that what it was supposed to have?
Oh, that's sad :(.
I don't know, where the problem could be :blush:, i'm not a 3d artist.
And yes, only a .nif and a .dds, it's not more.
I cannot imagine a Dune mod without the David Lynch/Toto Soundtrack. This soundtrack is GODLY.
Yes, the soundtrack is very cool :cool:, but is this legal?
so there has to be some solution to make the ai acknoledge that the seas are like land when allterrain is checked for the unit,
my guees - its by making a new set of unitais like the new worm ai, or somthing to do with the domain,
rwally hope you can fix that, cause it kinda buggs me....the whole dune strategy is suppose to be on all terrain movement....so
basicly what im saying,
plz help with that issue....:)
A all terrain unitAi would be cool to see :).
keldath Apr 19, 2009, 12:07 PM The_J,
well , i saw the soundtrack tracks were availbe for dl,
also most of my files are from dune fan sites...so i guess theres no harm there.
al terrain ai....yeah, my biggest wish for the moment.
Melinko Apr 19, 2009, 12:25 PM Melinko,
get me the worm files and i see why theres a crash, pretty good at this part .
im not sure what i understood from you answer/quastion about the domain,
probably you know what i mean, but ill write it anyway:
the problem right now,
that once i made a unit to be able to move all terrain,
it wont nessersary cross the ocean like it should,
i ran some game tests, and saw the result,
nations that are on another continent then i, just wont send forces,
not via air transports or sea transports,
every now and then a few few units partol or move the seas,
not like in the vanilla for instance when the seas are full with patrolling ships,
thats basicly what i want,
the ai, to ignore the fact theres what, once i set a unitai - to unitai_attack_city,
i would like to see hordes of units crossing the desert/sea to get to my cities and attack,
in the vanilla, when you declare war, soon after the ai strikes with a number of units every now and then, or stockpiling units near your borders, and then strikes.
the current issue - when set to move all terrain - it doesnt make the ai to carry out its purpose - if the ai is at war, unless theres a land connection, it wont send forces across sea, even though the units have all terrain movement,
for testing this, i was at war with the ai, with no land connection,
i passed turns and the ai barly attacked, when i formed land connection via world builder, boom the ai send forces to crash me.
so there has to be some solution to make the ai acknoledge that the seas are like land when allterrain is checked for the unit,
my guees - its by making a new set of unitais like the new worm ai, or somthing to do with the domain,
rwally hope you can fix that, cause it kinda buggs me....the whole dune strategy is suppose to be on all terrain movement....so
basicly what im saying,
plz help with that issue....:)
:goodjob:
Well first the model If you click the little arrow it should bring ya to the post the model is attached to, that is where I got the model, it is actually not bad for what we are looking for (Saw it in the Civilopedia) so wouldn't be bad to get in game if possible.
Okay about the all domain.. I have got to ask to make sure all conditions were met did you set all the units that the AI built that would attack to canMoveAllTerrain 1. I don't mean offense, but we got to check out the easiest answer first. I would go through the UnitInfo's and just set it to all of them, and make sure what happened happends again. If you haven't already of course. :)
Now if you are still having that problem, I am really worried that it is in the AI's warplan. I will look into it of course, but if it is.. that isn't good. The warplan is where the AI takes in info, and sets values to all these things that will then let it decide how to attack. Althought I am not saying this is impossible to change.. it isn't easy. I will go through the UnitAI tonight and check if there is anything else that could possibly be giving this effect, and kinda hope for the best :)
What we are kinda hoping for is that we can just add a new unit AI to the unit (There is a complex tag that takes a list of UnitAi's so this is where I am hoping to add it to), to have the desired effect.
But.. Yes here comes the but.. :P If it is because the PlayerAI is not setting the proper warplans to attack because despite the movement allowed it is still water this is going to add a level of complexity that I am not exactly sure I can do yet heh. I will need to look into this one to say yes or no, but let me get the worm done first before I go this far with it (If it even comes to it) :)
keldath Apr 19, 2009, 01:07 PM hey M',
i hope i understood what you meant, you want to set all of the units to land if they are set to allterrain right?
well in the link i sent you, i not sure all of them are land due to my tests, i did some more work today, and changed it,
but, it will take you 5 minutes to change it to land, not so many units have this in the version i sent you.
i trust you to do what you can with the domain, i dont want you to getto the complicated thing, as you said, lets hope it in the unitai thingy,
anyway, what ever you can come up with, i will be happy.
if not,
we still have another possibility,
which is, to create a map/s script that in its definition, there wont be ocean, and the desert terrein will be created on the map with large mass, im sure that to the talants here on the site, this wont be difficult (future mod has some really advanced scripts).
but this is the less prefered option.
third option,
do the classic, just not using the allterrain code, seperate "deep desert units" from land units, just make the ai transport troops from here to there via air and sea,
also, less prefered option :)
annnd...opppsi, didnt saw the worm files...
i will do my best to make it work.
small update:
im very close to complete 3 uu's to all the houses i added , im trying to use the best unit models, many flyers by the way.
need unit suggestions and names for:
bene gesserit
bene tleilux
ferning
corino (except sardeukar..)
thanks!!!
Ajidica Apr 19, 2009, 02:15 PM Personaly, I feel that Fenring doesnt really need a complete unit roster, they should be a Corrino/ Bene Gesserit Hybrid as Fenring is actualy distaff cousin of Shaddam and his wife, Margot Fenring is a Bene Gesserit (either of Hidden Rank or a Truthsayer). For Corrinos, the way I handled them in my Dune/Warhammer version is that their army is based around a small core of Sardaukar and the rest in either planetary militia or generic infantry. Names like Imperial Militia, Planetary Militia, Imperial Trooper would work. Bene Gesserit should have gneric fighting units, but for their 'spy/saboteur' units, it would be (in order of lowest rank to highest) Of Hidden Rank, Truthsayers, and finaly Reverend Mother.(IIRC, there is only 1 reverend mother.) Bene Tleiliaxu are Gholas, Face Dancers, and 'Twisted' Mentats, like Pieter DeVries.
One thing I would reccomend is keep this more loyal to the book than the games, it may just be me, but I associate Dune more with the books than the games.
The soundtrack is really nice, however, with the Children soundtrack, do you recall what number the one is that is one of the opening scenes where it looks like snow and one persons son gets hit by a stone-burner and the captives are executed?
Phoenician Apr 19, 2009, 06:20 PM OK, I finished unique buildings, I painted the icons for buttons/civopedia.
Up next: I will work on wonders/national wonders and after I finish that then I will focus on regular buildings. I'm gonna paint most of the wonders, the regular buildings I will photoshop them.
Unique Buildings
Slave Pit - Harkonnen
http://i6.photobucket.com/albums/y248/community4art/slavepit.jpg
replaces Courthouse (same function as sacrificial altar)
-50% maintenance
-50% Anger duration from sacrificing population
Civopedia Entry: Slave Pits are used for dealing with criminals and war criminals for the Harkonnens.
--------------------------------------------
Bene Gesserit Academy - Bene Gesserit
http://i6.photobucket.com/albums/y248/community4art/benegesseritacademy.jpg
replaces University
+35% :science:
+1 free priest
can turn 1 citizen into priest
can turn 1 citizen into scientist
Civopedia Entry: The ancient school of mental and physical training established primarily for female students after the Butlerian Jihad destroyed the so-called "thinking machines" and robots.
--------------------------------------------
Windtrap - Fremen
http://i6.photobucket.com/albums/y248/community4art/windtrap.jpg
replaces Qanat(Aqueduct)
+2 :food:
+2 :health:
Civopedia Entry: A device placed in the path of a prevailing wind and capable of precipitating moisture from the air caught within it, usually by a sharp and distinct drop in temperature within the trap.
-------------------------------------------
Mushtamal - Sietch Tabr Fremen
http://i6.photobucket.com/albums/y248/community4art/mushtamal.jpg
replaces Reception Hall(Colleseum) (Same function as a Garden)
+1 :)
+2 :health:
Civopedia Entry: A small garden annex or garden courtyard
------------------------------------------
Imperial Bank - Spacing Guild
http://i6.photobucket.com/albums/y248/community4art/imperialbank.jpg
replaces Bank (same function as a Stock Exchange)
+65% :gold:
Civopedia Entry: The Spacing Guild has a monopoly on imperial banking and interstellar travel with the use of melange, the geriatric spice.
-----------------------------------------
Mentat Academy - House Ordos
http://i6.photobucket.com/albums/y248/community4art/mentatacademy.jpg
replaces Laboratory
+1 :yuck:
+25% :science:
+2 free scientists
can turn 1 citizen into scientist
Civopedia Entry: Academies used to train Mentats. Mentats are humans trained to mimic computers: human minds developed to staggering heights of cognitive and analytical ability.
----------------------------------------
Judge of the Change - House Corrino
http://i6.photobucket.com/albums/y248/community4art/judgeofthechange.jpg
replaces Courthouse (Same function as a Rathaus)
-75% maintenance
Civopedia Entry: An official appointed by the Landsraad High Council and the Emperor to monitor a change of fief, a kanly negotion, or formal battle in a War of Assassins. The Judge's arbitral authority may be challenged only before the High Council with the Emperor present.
---------------------------------------
Harvester Factory - House Atreides
http://i6.photobucket.com/albums/y248/community4art/harvesterfactory.jpg
replaces Spice Refinery(Forge)
+25% :hammers:
+10% :gold:
can turn 2 citizens into engineer
Civopedia Entry: A large (often 120 meters by 40 meters) spice mining machine commonly deployed on rich, uncontaminated melange blows. (Often called a "Crawler" because of buglike body on independent tracks.)
----------------------------------------
Selamlik - House Fenring
http://i6.photobucket.com/albums/y248/community4art/selamlik.jpg
replaces Reception Hall(Colleseum) (Same function as a Ball Court)
+3:)
Civopedia Entry: An Imperial Audience Chamber
---------------------------------------
Axlotl Chamber - Bene Tleilax
http://i6.photobucket.com/albums/y248/community4art/axlotlchamber.jpg
replaces Prison Camp(Jail)
+1 free spy
-25% War :mad:
can turn 4 citizens into spy
+50% espionage
+4 espionage
Civopedia Entry: A trade secret of the Tleilaxu, an axlotl tank is a device for reproducing a living human being from the cells of a cadaver, a type of clone called a ghola.
--------------------------------------
Ok and to answer Ajidica concerns:
Its looking good, but for religions, what about Orange Christianity, or is that part of Mahayana Christianity. Although for the Harkonnens, the Leader has to be the Baron Harkonnen, Rabban was only the planetary governor of Arrakis, I don't ever recall if he was made te na-Baron (second in line).
I realize that although I haven't been helping much and don't have much say, I would turn away from the Harkonnens from being purely militaristic. Remember, they planted Yueh in the Atriedes house and orchestrated the whole plan. All the emperor did was give some financail backing and supply the Sardaukar.
The reason I made Rabban a leader is because some civs needed more than one leader so the Harkonnen's were my top choice for that. Rabban was governor of Arrakis for quite some time, probably longer than Boudica of the Celts was their leader.
Frederick is a leader of Germany but he was a Prussian King.
To answer your second concern, why did I make the Harkonnen's militaristic? You are suggesting that I should have them be more espionage-like, but the Bene Tleilax are the most isolated and secretive of all the Houses so I made them the "espionage-builder-turtle" civilization. The Harkonnen's are indeed very aggressive, they have slave pits all over their planet and Rabban killed his own father (that's why he got the name 'BEAST'.) Rabban was so cruel to the Fremen that they called him "Mudir Nahya" which means 'Demon Ruler'.
I am trying to be as accurate as possible with every single thing I do. I welcome your criticism though.
By the way guys, the sandworm looks great! Maybe make it a tad bigger though, but it looks fantastic.
Ajidica Apr 19, 2009, 06:55 PM Out of curiosity, where are you getting the art from? If your making it yourself, good job. I have the artistic talents of a blind fish.
As to the Harkonnens, I fully agree that the HArkonnens should be aggressive, but that they shouldn't be fully agressive. Reasoning behind that is the Baron Harkonnen, although he is agressive, he prefers to put agents into his enemies so he knows who best to attack and how to foil his enemies plots. They sould have some sublty, and the Rabban AI should ignore the sublty factors.
Question: Why did you give the Atriedes the Harvestor Factory as their UB? IIRC, all the spice harvesting equipment that have was leftover from the Harkonnens. I can't think of any better UB for them off the top of my head at the moment.
Phoenician Apr 19, 2009, 07:12 PM Out of curiosity, where are you getting the art from? If your making it yourself, good job. I have the artistic talents of a blind fish.
As to the Harkonnens, I fully agree that the HArkonnens should be aggressive, but that they shouldn't be fully agressive. Reasoning behind that is the Baron Harkonnen, although he is agressive, he prefers to put agents into his enemies so he knows who best to attack and how to foil his enemies plots. They sould have some sublty, and the Rabban AI should ignore the sublty factors.
Question: Why did you give the Atriedes the Harvestor Factory as their UB? IIRC, all the spice harvesting equipment that have was leftover from the Harkonnens. I can't think of any better UB for them off the top of my head at the moment.
Yes, I painted the icons for the unique buildings and 7 Holy Shrines. Like I said I'm going to paint most of the icons for wonders and national wonders-but I will photoshop most of the regular buildings. Thanks for the compliment-that's what 7 years of art school gets you lol. I paint/draw really fast and the paintings are really small -4 inches x 4 inches so it's not that time consuming really. In case you were wondering, they are done in watercolor and ink but I usually paint almost exclusively in oils. By the way it took me 2 days just to come up with ideas and research for the unique buildings, it only took me 2 hours to paint the icons. I don't know anything about modding-I tried but it's really hard for me to understand. I'm very bad with technical stuff. I went to art school to study fine arts(painting)-not computer graphics or anything like that.
If I could understand how to model units (and have the right program for it?) I would help Keldath and Melinko. Until then, I'm gonna leave the technical stuff to them.
I understand the concern over the harvester factory, but who is to say they did not refine the method? It was mainly a balance issue-I wanted a forge replacement for the Atreides so he could run an extra engineer (which is great because Leto is philosophical) and something to give him a small eco boost. Also I made the Baron charismatic for the reasons you stated above. I made Rabban protective because he is in charge of garrisoning Arrakis and due to the Fremen campaign against him I am sure he was trying to "hold the line"
But it's great to have you along as a reference guide. I only read the first book, I'm in process of reading all 6 books, including rereading the original book so I can have a better grasp of the Dune world and for fun.
Ajidica Apr 19, 2009, 07:47 PM I actualy never read any book beyond God Emperor, but I am planning on restarting Heretics and continuing. From what I can tell by reading wikipedia entries, it is alot more 'fall' like, and for some reason I really like cyclical history.
For making units, you can use either GIMP or Photoshop, although GIMP needs a .dds plugin (.dds is the texture type that civ uses). Im not sure with photoshopbut I'm pretty sure it also needs a .dds plugin. For modeling you can use either Blender(which is free) or 3DSMax(which isnt but apparently has more tools) for animating, you can use 3DSMax or Blender, The_Coyote wrote a tutorial on how to animate with blender, although IIRC, it is more dificult as it isnt the program used to animate the civ units originaly.
EDIT: As to the Axlotl Tanks, perhaps Axlotl Complex would make more sense becasue as described in the later books the tanks aren't exactly 'tanks'.
they are actualy tleliaxu females that have been mechanicly augemented to serve as 'wombs' for the tleiliaxu creations.
Phoenician Apr 20, 2009, 09:32 AM I have an idea about Atomics. Atomics could be bombardment weapons, they function like an ICBM, but they don't cause fallout and they don't kill units or destroy buildings or kill population and it can't destroy improvements. Its basically like a long range artillery, it can either bombard an entire cities defenses on one turn or cause collateral damage equivilent to a mobile artillery. But either way, when you use it, it is destroyed. It should have a small explosion animation for believable effects. The pros of this is that you don't have to carry artillery around with you and you don't have to worry about nuclear fallout or losing units to an atomics spammer. They should cost the same as an ICBM. This would also be Dune accurate as there is a lot of imperial regulation on the use of atomics.
I also want to add that Fedaykin should also be a UU for the Fremen.
Fedaykin: Fremen death commandos; historically: a group formed and pledged to give their lives to right a wrong.
keldath Apr 20, 2009, 10:09 AM Ajidica,
well, i wanna add as much houses as possible...so for now i added ferning.
indeed i see the hark' as an aggressive nation,
most of the uus i gave them are more strong the the unit class.
Phoenician,
as usuall, great art work.
thanks for the ubs, i thought of maybe making mmore then 1 ub.
atomics,
well, your suggesting i make a "missle" unit that cause collateral damage like a regular siege weapon? like a missile acctually but only more power full?
for now i made a missile unit named hunter seeker missile, that has similar effect, with it , availbe on subatomic fusion, is the tactical nuke,
and the icbm - moved to the last tech - named "atomic missile" under atomics tech.
Phoenician,
Ajidica wrote how to get the tools for model making,
i really hope you can try and do so - there are tons of guides how to create,
the progs needed are 3dmax and some tools,
even i recently learned how to do small stuff on niftools...
hope you can try, cause i bet, when if youll master those programs,
with your art skill you could do the perfect unit models for dune wars.
Phoenician Apr 20, 2009, 11:29 AM Ajidica,
well, i wanna add as much houses as possible...so for now i added ferning.
indeed i see the hark' as an aggressive nation,
most of the uus i gave them are more strong the the unit class.
Phoenician,
as usuall, great art work.
thanks for the ubs, i thought of maybe making mmore then 1 ub.
atomics,
well, your suggesting i make a "missle" unit that cause collateral damage like a regular siege weapon? like a missile acctually but only more power full?
for now i made a missile unit named hunter seeker missile, that has similar effect, with it , availbe on subatomic fusion, is the tactical nuke,
and the icbm - moved to the last tech - named "atomic missile" under atomics tech.
Phoenician,
Ajidica wrote how to get the tools for model making,
i really hope you can try and do so - there are tons of guides how to create,
the progs needed are 3dmax and some tools,
even i recently learned how to do small stuff on niftools...
hope you can try, cause i bet, when if youll master those programs,
with your art skill you could do the perfect unit models for dune wars.
Keldath, I really hate playing with nukes, plus I think they are Over-Powered. In terms of Dune accuracy, it would make sense if the atomics were advanced bombard missiles. Some AI personalities love to nuke you and that pisses me off to no end. It would really ruin my enjoyment of the game if nukes caused global warming, killed population, destroyed buildings and pillaged improvements. In fact I think regular missiles like the hunter seeker should not be able to bombard improvements either.
As you may know, the AI loves to spam cruise missles and destroy all your improvements in a couple turns. I HATE THAT- especially since I play exclusevely marathon speed and improvements take longer to build.
In terms of corporations, this is just my opinion and this is your call, but I would rather not have to deal with them. I think sid's sushi and mining inc are way too overpowered. I think it would make the game more challenging without corps.
In terms of terrain yield, I have no idea what you are doing. But I would suggest having different types of desert terrain.
Desert-hammer rich
Desert-water/commerce rich
Desert-useless
Desert-water rich
I am still working on wonders and national wonders and regular buildings. For now I am
going to assume that you are making everything a desert tiles-so if I make building replacement for a lighthouse or harbor or great lighthouse etc. then I am assuming they benefit all desert tiles or "water-desert" tiles.
Also, I really think it is overkill to have more than one Unique building per civ. I made all the unique buildings strong, none of them are weak.
I will try very very hard to understand these modeling programs after I finish all these buildings.
keldath Apr 20, 2009, 01:14 PM hey,
well,
i kinda like nukes,
though i will make them expenssive,
if youll want, ill remove the nukes just for you wheh i finish,
wont be a prob.
i think more people would rather have nukes on board.
perhaps i can limit up to a number of missiles each time - 4-10.
as for the yeilds,
well i plan something nice actually:
most terrain will not give food at start,
ill make it that the city square on creation, will produce extra food to cover for that for the start, then,
i will make it availbe on irrigation - first tech,
to be irrigation - this will give a minimun value of food to a tile, 1 graid, 2 with another terrain,
then later in the tech tree, i will allow sand farms, that you will be able to built only on a tile with irtigation (improvment preq), and after you build sand farms on irrigation, this will boost thee city more,
later i will allow to buld another type of farm that will boost farms more - i wont allow many tech related bonueses or vanilla rules - of farm spread irrigation nor farms do not need river or fresh water - this limitation will be avilabe on start - irrigation is free to be built anywere at start.
sounds nice huh?
Phoenician Apr 20, 2009, 01:53 PM hey,
well,
i kinda like nukes,
though i will make them expenssive,
if youll want, ill remove the nukes just for you wheh i finish,
wont be a prob.
i think more people would rather have nukes on board.
perhaps i can limit up to a number of missiles each time - 4-10.
as for the yeilds,
well i plan something nice actually:
most terrain will not give food at start,
ill make it that the city square on creation, will produce extra food to cover for that for the start, then,
i will make it availbe on irrigation - first tech,
to be irrigation - this will give a minimun value of food to a tile, 1 graid, 2 with another terrain,
then later in the tech tree, i will allow sand farms, that you will be able to built only on a tile with irtigation (improvment preq), and after you build sand farms on irrigation, this will boost thee city more,
later i will allow to buld another type of farm that will boost farms more - i wont allow many tech related bonueses or vanilla rules - of farm spread irrigation nor farms do not need river or fresh water - this limitation will be avilabe on start - irrigation is free to be built anywere at start.
sounds nice huh?
No, don't remove nukes for me. I really like the idea of limiting how many you can have and that they are expensive. I've had some real bad experiences with the Gilgamesh and Justinian A.I. -in case you haven't noticed -they really love to spam tactical nukes. It's not that I hate nukes, I just really hate the spammage of them and really hate the global warming they cause. Can you at least get rid of global warming effect from them? Also could you make it that missiles cannot destroy improvements?
I really dig your terrain ideas. But what about commerce and hammers? What are you going to do with that?
keldath Apr 20, 2009, 02:50 PM well,
alright,
i can limit the nukes the way you describe,
also for the missiles, i will deny them from bombarding imp and city - jusy normal suicide cheap attack, nukes will be limited,
i dont like global warming aswell, will disable it.
glad you like thefarming thing,
well i guess i will do the same with the concept of mines,
somthng like a few levels of mines,
but i see no reason to make the base terrain not put our some hammers, and commernce,
the hamlets - what name do you have for them?
:)
update:
i got 5 more uu to do ( ferning and bene gesserit)
and im finished with the units totally (just have to do the upgrade tree).
i used alot of final frontier models - some for thopters , kinds of heighliners, and so on.
any name suggestions for the last units:
ferning - 2 are needed
bene gesserits - 3 are needed
then im moving on to buildings! yeah!
note on building graphics :
in order to save size of the mod,
i will convert all the vanilla buildings into new models, alomng with ubs (2 each civ),
but,
the added buildings will use the smae building models from the variation ill choose,
this is done in order to ise as less graphics models as possible -
the reason - the less graphics, the less size - the better stability -
huge modpacks - of sizes of 250mb and more - are more likely to generate ctds, which i must avoid in dune wars at all costs.
in addition, i was considering a shared button for each unit according to its combat feature,
also , to save on mb.
:)
if my progress will be as it is now , perhaps, we will be able to release the first version within month-two month tops. maybe less,
depends on how much h.w i get form the university :(
Ajidica Apr 20, 2009, 02:53 PM Perhaps Fedaykin could be a promotion that gives massivly increased strength, but removes withdrawal and the said unit has a chance of dying even if victorius.
I'm not saying remove Fenring completly (he actualy is one of my favorite characters, right up their with Pieter DeVries and the tleilaxu reasercher (from the prelude books) Hidar Fen Ajidica.
As to atomics, perhaps make each faction start with only a few, and they can't be built. Also, add a python function that if anyone uses a nuke against a civ, all civs have a high chance of declaring war, in addition to a very high negative diplo modifier, bucause the Great Convention of the Landsraad, same one that prohibits AI, also prohibits nukes used agaisnt people.
Bene Gesserit:
Sayyadina
Panopilia Propheticus
Missionaria Protectiva
Abomination
Fenring:
I'm still staying by my assertion that they should be a complete hybrid of Bene Gesserit and Corrino, but perhaps:
Imitation Sardaukar(I can imagine Fenring copying the Imperial Sardaukar)
Infiltrators(Fenring did assasinate Elrood and kill a couple Face Dancers during the making of Ajidamal during the prelude books)
Phoenician Apr 20, 2009, 06:58 PM well,
alright,
i can limit the nukes the way you describe,
also for the missiles, i will deny them from bombarding imp and city - jusy normal suicide cheap attack, nukes will be limited,
i dont like global warming aswell, will disable it.
glad you like thefarming thing,
well i guess i will do the same with the concept of mines,
somthng like a few levels of mines,
but i see no reason to make the base terrain not put our some hammers, and commernce,
the hamlets - what name do you have for them?
:)
update:
i got 5 more uu to do ( ferning and bene gesserit)
and im finished with the units totally (just have to do the upgrade tree).
i used alot of final frontier models - some for thopters , kinds of heighliners, and so on.
any name suggestions for the last units:
ferning - 2 are needed
bene gesserits - 3 are needed
then im moving on to buildings! yeah!
note on building graphics :
in order to save size of the mod,
i will convert all the vanilla buildings into new models, alomng with ubs (2 each civ),
but,
the added buildings will use the smae building models from the variation ill choose,
this is done in order to ise as less graphics models as possible -
the reason - the less graphics, the less size - the better stability -
huge modpacks - of sizes of 250mb and more - are more likely to generate ctds, which i must avoid in dune wars at all costs.
in addition, i was considering a shared button for each unit according to its combat feature,
also , to save on mb.
:)
if my progress will be as it is now , perhaps, we will be able to release the first version within month-two month tops. maybe less,
depends on how much h.w i get form the university :(
I'll have the building names and icons for you fairly soon.
I know you want 2UB for each civ, but wouldn't that hurt the balance of the game?
All the UB are already really strong and frankly I cannot think of anymore to do.
In terms of names of cottages, I was looking through my book and I don't see anything that would work. I'm fine with the names of cottages, Dune is set in the future but it has a pretty ancient feeling to it so unless someone can come up with a name that fits well I would just leave it alone.
Melinko Apr 20, 2009, 10:15 PM Alright I double checked by changing the tag canMoveAllTerrain to 1 on the warriors (And the lions as a side note heh), and then gave the Ai tons of warriors to attack me with with a city that they knew where it was at. They did exactly what they were supposed to do, and attacked my city with their warriors (And the lion worked also heh :P)
Perhaps the problem you are running into is they no longer need transport to get from point A to point B. For example if you put a land unit that was a transport I don't think the AI would use it, it would just walk its units there. But that is something for after the worm, storm system, etc to work on :)
keldath Apr 20, 2009, 11:47 PM Melinko,
hummm...well in my checks, the ai did move all terrain units o me,
but you are currect, i just didnt use transports,
so whats the point of having carryalls??
this aint so much fun,
i didnt see even one ship just scouting the seas, except the desert scout unit,
meliinko, try to do some tests with the version i gave you,
use auto ai there and ran a few gamesm, see the ai movement on water, most units that ive made for all terrain are on late stages.
the problem is that in early stages, the ai wontuse transport and just wont attack.
well anyway, we'll see what happens.
Phoenician,
well 2 ub, ok ill delay that for later,
as for balance, well we could make it balance if we want too :)
if you can make buttons for theunit classes i wrote before that would be swell.
Ajidica,
thanks,
isee what i can do.
Melinko Apr 21, 2009, 12:12 AM Melinko,
hummm...well in my checks, the ai did move all terrain units o me,
but you are currect, i just didnt use transports,
so whats the point of having carryalls??
this aint so much fun,
i didnt see even one ship just scouting the seas, except the desert scout unit,
We will just have to change the priority of some things, maybe add in a few more conditions, but if we know the specific condition on when we want them to use carryalls it shouldn't be 'that' bad to add it in. When we look into getting the transport ships made, I will check their sea transport code, and hopefully this will give me something just to copy and change. :)
Once you wanted to make it a desert that anyone can walk on and not the water, we pretty much took out the AI using boats and etc. We will have to put something back in to make it work like previously, but that requires some changing so given time carryalls will be useful again.
Is this going to be something you need before the weather, because as is that is the next project I was going to move to. But if this is something you need sooner I will get to this as soon as the worm is done.
:goodjob:
keldath Apr 21, 2009, 10:04 AM hey m,
see my pm...
i dont like the no water , cause the map wont look nice , just a jumble of the land terrain the wtaer gives us possibility to make different set of "land"..the cast deserts ha ha!
ok,
im now goinf to finish the units!
wish me luck!!!
******************
guys, check out the new picture of the units - they are for now the final models for the first version.
im now starting to work on the improvment system.
:)
The_J Apr 21, 2009, 04:28 PM guys, check out the new picture of the units - they are for now the final models for the first version.
Where's the SonicTank from?
im now starting to work on the improvment system.
:)
Go on :).
Ajidica Apr 21, 2009, 04:55 PM Keldath, looking nice, a few (relativly major) spelling things for units and such.
Deviator, Sardaukar, and Maula are the ones I noticed.
Its looking good. For Leto/Paul I would reccomend using the 03 sci-fi channel miniseries characters as opposed to the 1984 one. Same goes for Fenring, Gaius Helen Mohiam, Stilgar, (IIRC, Esmar Tuek, you see him whisper to one of the Dukes men about the Emperors Sardaukar), and Children of Dune for Edric as a navigator. As much as I like the new Shaddam, the old one looks cooler. I personaly feel that for pictures, we should tend more to the new film as opposed to the old one for the simple reason that the pictures are generaly of better quality.
As to echo The_J, good luck with improvements.
Phoenician Apr 21, 2009, 06:05 PM I finally finished Wonders, National Wonders, and Projects.
All structures are same building cost as their replacement.
All structures go obsolete as their replacement unless otherwise stated.
If "Default" is listed, that means nothing changes about the replacement except the image and name. If I list changes, everything else I do not list about that structure is default. If no icon is provided, then the default icon/animation is used.
Projects:
Apollo Program-Removed
Spaceship parts-Removed
The Internet-Removed
SDI-same, default
The Atomics Project - replaces The Manhattan Project-default
http://i6.photobucket.com/albums/y248/community4art/TheAtomicsProject.jpg
Dune-opedia: aka, The Great Convention is a regulatory doctrine on the use of Atomics.
7 Holy Shrines - required for Spiritual Victory-check previous pages for icons and info.
National Wonders
Colony House - replaces Forbidden Palace-default
http://i6.photobucket.com/albums/y248/community4art/ColonyHouse.jpg
Dune-opedia: A representational authority of the House.
Bakka - replaces Globe Theater-Default
http://i6.photobucket.com/albums/y248/community4art/Bakka.jpg
Dune-opedia: In Fremen legend, the weeper who mourns for all mankind
Legend of the Mahdi - replaces Hermitage-Default
http://i6.photobucket.com/albums/y248/community4art/LegendoftheMahdi.jpg
Dune-opedia: In the Fremen Messianic legend, "The One Who WillLead Us to Paradise."
Art of Kanly - replaces Heroic Epic-Default
http://i6.photobucket.com/albums/y248/community4art/ArtofKanly.jpg
Civopedia: Formal feud or vendetta under the rules of the Great Convention carried on according to the strictest limitations. Originally the rules were designed to protect innocent bystanders.
Spice Silo - replaces Ironworks-Default
http://i6.photobucket.com/albums/y248/community4art/SpiceSilo.jpg
Dune-opedia: Great silo that stores refined spice.
Kiswa - replaces Moai Statues-Default
http://i6.photobucket.com/albums/y248/community4art/Kiswa.jpg
Dune-opedia: Any figure or design from Fremen mythology.
Crysknife Monument - replaces Mt. Rushmore-Default
http://i6.photobucket.com/albums/y248/community4art/CrysknifeMonument.jpg
Dune-opedia: The sacred knife of the Fremen on Arrakis. It is maunfactured in two forms from teeth taken from dead sandworms.
Water Discipline - replaces National Epic-Default
http://i6.photobucket.com/albums/y248/community4art/WaterDiscipline-1.jpg
Dune-opedia: Harsh training which fits the inhabitants of Arrakis for existence there without wasting moisture.
Forbidden Forest - replaces National Park - Default or use other terrain type for benefits.
http://i6.photobucket.com/albums/y248/community4art/ForbiddenForest-1.jpg
Dune-opedia: A legendary magical, mystical forest.
Dar Al-Hikman - replaces Oxford University-Default
Dune-opedia: School of religious translation or interpretation.
Palace - same,Default
Alam Al-Mithal - replaces Red Cross- Scouts start with Medic 1,2,3.
http://i6.photobucket.com/albums/y248/community4art/AlamAlMithal.jpg
Dune-opedia: The mystical world of similitudes where all physical limitations are removed.
CHOAM - replaces Wall Street - Default
Dune-opedia: Acronym for Combine Honnete Ober Advancer Mercantiles-the universal development corporation controlled by the Emperor and Great Houses with the Guild and Bene Gesserit as silent partners.
War of Assassins - replaces West Point - Default
http://i6.photobucket.com/albums/y248/community4art/WarofAssassins.jpg
Dune-opedia: The limited form of warfare permitted under the Great Convention and the Guild Peace. The aim is to reduce involvement of innocent bystanders. Rules prescribe formal declaration of intent and restrict permissable weapons.
Phoenician Apr 21, 2009, 06:06 PM Wonders!!!
Istislah - replaces Angkor Wat -
priest +1:gold: in all cities (instead of 1:hammers:)
http://i6.photobucket.com/albums/y248/community4art/Istislah.jpg
Dune-opedia: A rule for the generalwelfare; usually a preface to brutal necessity
Intergalactic Theater Company - replaces Broadway-Default
http://i6.photobucket.com/albums/y248/community4art/IntergallacticTheatreCompany.jpg
Dune-opedia: A guild for theater entertainment around the galaxy.
Chichen Itza - Removed
Air Force Academy - replaces Cristo Redenter-
+2 experience points for all Air units in all cities.
http://i6.photobucket.com/albums/y248/community4art/AirForceAcademy-1.jpg
Dune-opedia: For thousands of years, Cadets have been training here to be elite pilots and officers.
David Lynch Museum- replaces Hollywood-Default
http://i6.photobucket.com/albums/y248/community4art/DavidLynchMuseum-1.jpg
Dune-opedia: The David Lynch museum was built in honor of the greatest film director that ever lived.
Harg Pass- replaces Mausoleum of Mausollos-Default
http://i6.photobucket.com/albums/y248/community4art/HargPass.jpg
Dune-opedia: A Mausoleum that holds the remains of Duke Leto Atreides.
Sayyadina Monastery - replaces Notre Dame-Default
http://i6.photobucket.com/albums/y248/community4art/SayyadinaMonastary.jpg
Dune-opedia: A monastery for female acolytes in the Fremen religious hierarchy.
Intergalactic Music Company - replaces Rock N' Roll-Default
http://i6.photobucket.com/albums/y248/community4art/IntergallacticMusicCompany.jpg
Dune-opedia: A guild for musicians across the galaxy.
Hajj Monument - replaces Shwedagon Paya-Default
http://i6.photobucket.com/albums/y248/community4art/HajjMonument.jpg
Dune-opedia: A monument for those who take the Hajj, the holy journey.
Aql Monument - replaces Stonehenge-Default
http://i6.photobucket.com/albums/y248/community4art/AqlMonument-1.jpg
Dune-opedia: A monument to the concept of the test of reason. Originally, the "Seven Mystic Questions" beginning: "Who is it that thinks?"
The Bene Gesserit Palace - replaces Apostolic Palace-Default
http://i6.photobucket.com/albums/y248/community4art/TheBeneGesseritPalace.jpg
Dune-opedia: The palace where the Proctor Superiors of the Bene Gesserit sisterhood meet to discuss religious and political doctrine.
The Fedaykin Monument - replaces the Colossus-Default
http://i6.photobucket.com/albums/y248/community4art/TheFedaykinMonument.jpg
Dune-opedia: A monument to the famous Fremen death commandos known as the Fedaykin.
Intergalactic Com. Tower - replaces Eiffel Tower-Default
http://i6.photobucket.com/albums/y248/community4art/IntergalacticCom.jpg
Dune-opedia: The supreme tower which provides communication anywhere and everywhere.
The Great Filmbook Library - replaces The Great Library-Default
Dune-opedia: A great library of filmbooks. Filmbooks are shigawire imprints used in training and carrying a mnemonic pulse.
The Imperial Space Port - replaces The Great Lighthouse-
Merchant +1:gold: in all cities. +1 free merchant. Never goes obsolete.
(These benefits replace the trade route bonus)
http://i6.photobucket.com/albums/y248/community4art/TheImperialSpacePortR.jpg
Dune-opedia: The Greatest and largest Space Port in the entire known universe.
Advanced House Shield - replaces The Great Wall-Default
http://i6.photobucket.com/albums/y248/community4art/AdvancedHouseShield.jpg
Dune-opedia: Advanced defensive barrier.
Hagia Sophia-Removed
The Great Mushtamal - replaces The Hanging Gardens-Default
Dune-opedia: A great Garden annex.
Feufreluches Law - replaces The Kremlin-Default
Dune-opedia: The rigid rule of class distinction enforced by the Imperium. "A place for every man and every man in his place."
The Oracle of Hajra- replaces The Oracle-Default
Dune-opedia: The oracle of "seeking journey."
Temple of the First Moon - replaces The Parthenon-Default
http://i6.photobucket.com/albums/y248/community4art/TempleoftheFirstMoon.jpg
Dune-opedia: Temple built in honor of the major satellite of Arrakis, first to rise in the night; notable for a distinct human fist pattern on its surface.
Ya Hya Chouhada Academy - replaces The Pentagon-Default
http://i6.photobucket.com/albums/y248/community4art/YaHyaChouhadaAcademy.jpg
Dune-opedia: A military academy built in honor of the soldiers of Muad'Dib. It's named after the famous Fedaykin battle cry: "Long live the fighters!" Ya (now)in this cry is augmented by the hya form (the ever-extended now). Chouhada (fighters) carries this added meaning of fighters are not struggling for anything, but are consecrated against a specific thing-that alone.
Obelisks of Muad'Dib - replaces The Pyramids-Default
Dune-opedia: Religious shrines for the prophet Muad'Dib.
Chakobsa Temple - replaces The Sistine Chapel-Default
http://i6.photobucket.com/albums/y248/community4art/ChakobsaTemple.jpg
Dune-opedia: The so-called "magnetic language" derived in part from the ancient Bhotani. Dialects modified by needs of secrecy, but chiefly the hunting language of the Bhotani, the hired assassins of the first Wars of Assassins.
The Space Elevator-Removed
Mihna - replaces The Spiral Minaret-Default-never goes obsolete
http://i6.photobucket.com/albums/y248/community4art/Mihna.jpg
Dune-opedia: The season for testing Fremen youths who wish admittance to manhood.
Fai Revenue Service - replaces The Statue of Liberty-Default
http://i6.photobucket.com/albums/y248/community4art/FaiRevenueServiceR.jpg
Dune-opedia: Service in charge of water tribute, chief specie of tax on Arrakis.
The Great Revolt Memorial - replaces The Statue of Zeus-Default
http://i6.photobucket.com/albums/y248/community4art/TheGreatRevoltMemorial.jpg
Dune-opedia: A memorial dedicated to the fallen soldiers of the Butlerian Jihad.
Hagal Palace- replaces The Taj Mahal-Default
http://i6.photobucket.com/albums/y248/community4art/HagalPalace.jpg
Dune-opedia: A palace made mostly from jewels from planet Hagal.
Pillar of Fire - replaces The Temple of Artemis-
+1 free merchant (instead of 1 free priest)
+1 trade route in all cities (instead of +100% trade route yield)
http://i6.photobucket.com/albums/y248/community4art/PillarofFire.jpg
Dune-opedia: The pyrocket for signalling across the open desert.
Holtzman Field Generator - Replaces Three Gorges Dam-
provides power in all cities(instead of cities on this continent)
http://i6.photobucket.com/albums/y248/community4art/HoltzmanFieldGenerator.jpg
Dune-opedia: An advanced generator.
Landsraad Embassy - replaces the United Nations-Default
http://i6.photobucket.com/albums/y248/community4art/TheLaandsraad.jpg
Dune-opedia:The Landsraad is the assembly of all the nobles in the Imperium, representing Houses Great or Minor.
University of Arrakeen - replaces University of Sankore-Default
Dune-opedia: The great religious university of Arrakeen.
Palace of Carthag -replaces Versailles-Default
http://i6.photobucket.com/albums/y248/community4art/PalaceofCarthag.jpg
Dune-opedia: A palace that presides over the judicial authority over Carthag.
Ajidica Apr 21, 2009, 06:13 PM Looks nice, the effects can be changed later. One thing on the graphics, if you want to keep using graphics from 1984 Dune, could you find higher quality pictures? They are a bit grainy and dark. Although some of them, such as the Landsraad, I dont see them as being on Arrakis, IIRC it is on Kaitian. Perhaps it could be replaced by the Residency? And as to house shields, perhaps it could replace Chichen Itza and be named Large-scale shields or something.
Phoenician Apr 21, 2009, 06:23 PM Looks nice, the effects can be changed later. One thing on the graphics, if you want to keep using graphics from 1984 Dune, could you find higher quality pictures? They are a bit grainy and dark. Although some of them, such as the Landsraad, I dont see them as being on Arrakis, IIRC it is on Kaitian. Perhaps it could be replaced by the Residency? And as to house shields, perhaps it could replace Chichen Itza and be named Large-scale shields or something.
You won't find these pictures anywhere. I took these pictures with my digital camera.
It's a very good camera. And I edited them on photoshop. It was a lot of work!
The film is old, so you can't really get better quality than that. But the images are mainly icons, they will be so small and they will look a lot better when they are small.
They are also Dune-opedia images.
As to the Landsraad. I will rename it Landsraad embassy so it makes sense to be on Arrakis.
And, WOW, the units look amazing! I can't wait to play with them. Great Work!
Ajidica Apr 21, 2009, 06:49 PM Ah, didn't realize that they were from the movie. Its a pities that it wasn't a very sucessful movie, so they won't be releasing a digitaly remastered version of it. They look good for buttons, but for any larger icons, could you make some of your art? I personaly feel it is important to maintain a universal art style in a mod.
Keldath, if you need any art to be reskinned or 'dune-ified' I could do that.
Slightly OT, but I read a while ago that someone from Paramount (IIRC) is working on a new Dune movie, has anyone heard any progress on that? Hopefully the Director goes with the old Dune atmosphere (but new movie harkonnens) and takes full advantage of modern CGI graphics. (No offense to the old movie, but some effects shots, and costumes (noteably the Sardaukar) were a bit strange to say the least.
Phoenician Apr 21, 2009, 07:37 PM Ah, didn't realize that they were from the movie. Its a pities that it wasn't a very sucessful movie, so they won't be releasing a digitaly remastered version of it. They look good for buttons, but for any larger icons, could you make some of your art? I personaly feel it is important to maintain a universal art style in a mod.
I disagree with you. I really like the images.
It is consistent. All the UB are painted and the 7 holy shrines are painted. This will make them stick out over the photo-shopped images. So when you are playing the game, when you see a painted image you will instantly realize that it is a UB or a Holy Shrine.
And yes I do believe the Wonders are consistent. They are consistent in that they use photo-shopped photos from David Lynch's awesome film.
The regular buildings I will mostly use photo-shop images from C&C.
So when you play the game you will easily tell the difference between a regular building and a wonder.
I'll probably paint icons for Units, if Keldath wants icons for units that is.
Ajidica Apr 21, 2009, 08:11 PM I'm not saying that I don't like the images. I suppose at button size the 'grainyness' will be hardly noticable. As to graphic style and such, I'll defer to you as you got the degree in it.
Sorry if I was a bit dogmatic, its just that I have wanted to see a Dune mod for a while, but I had my own view of it. Its just a bit odd to see the mod finaly taking off after having been 'dead' since 05.
Phoenician Apr 21, 2009, 08:25 PM Any building I did not list doesn't really need a replacement.
Buildings:
Weather Scanner - replaces Lighthouse
http://i6.photobucket.com/albums/y248/community4art/WeatherScanner.jpg
--------------------------
Airfield - replaces Airport
http://i6.photobucket.com/albums/y248/community4art/Airfield.jpg
--------------------------
Prison Camp - replaces Jail
http://i6.photobucket.com/albums/y248/community4art/PrisonCamp.jpg
--------------------------
Granary
http://i6.photobucket.com/albums/y248/community4art/Granery.jpg
---------------------------
Spice Refinery - replaces Forge
http://i6.photobucket.com/albums/y248/community4art/SpiceRefinery.jpg
--------------------------
Space Port - replaces Harbor
http://i6.photobucket.com/albums/y248/community4art/ShipPort.jpg
--------------------------
House Shield - replaces Walls
http://i6.photobucket.com/albums/y248/community4art/HouseShield.jpg
--------------------------
Assassin Bureau - replaces Security Bureau
http://i6.photobucket.com/albums/y248/community4art/AssassinBureau.jpg
--------------------------
Wind Pass- replaces Levee
http://i6.photobucket.com/albums/y248/community4art/WindPass.jpg
--------------------------
Reception Hall - replaces Colosseum
http://i6.photobucket.com/albums/y248/community4art/ReceptionHall.jpg
-------------------------
Communication Satellite - replaces Broadcast Tower
http://i6.photobucket.com/albums/y248/community4art/CommunicationSatelite.jpg
------------------------
Qanat - replaces Aqueduct
http://i6.photobucket.com/albums/y248/community4art/Qanat.jpg
------------------------
Frigate Transportation - replaces Public Transportation -default imagery
-----------------------
Factory-use Assembly Plant image/graphics
-----------------------
Spice Plant- replaces coal plant - use Shale Plant image/graphics
-----------------------
Hierag -replaces grocer - default imagery
----------------------
Atomics Plant - replaces Nuclear Plant - default imagery
Phoenician Apr 21, 2009, 08:30 PM I'm not saying that I don't like the images. I suppose at button size the 'grainyness' will be hardly noticable. As to graphic style and such, I'll defer to you as you got the degree in it.
Sorry if I was a bit dogmatic, its just that I have wanted to see a Dune mod for a while, but I had my own view of it. Its just a bit odd to see the mod finaly taking off after having been 'dead' since 05.
I understand. No apologies needed.
Realistically I can't paint ever single icon for every single thing for several reasons:
1. It's far too time consuming
2. It's expensive. Paints, inks, and quality paper costs add up.
3. It's better to paint things that are distinctive so you can recognize that they are distinctive.
Ajidica Apr 21, 2009, 08:50 PM Oh, I didn't realize that you were doing the art on paper, I thought it was photoshop. By all means, save your art for when you want to use it.
Do you know if they even sell the Dune computer games any more? They likely wont be that expensive considering they're old and will likely run on XP. Also, are they worth buying?
An idea for an interesting Harkonnen unit, would be the Artillery they used at the siege of Arrakeen. Function as normal artillery with a chance to have a 'fear' function like in FfH to scatter enemy units? Represents the fact they drove the Dukes men into the hills and blockaded them there.
Keldath/Phonecian: If you would like help XMLing the buildings when the mod is at that stage or help with stats so as not to make the buildings clones of vannilla ones, just ask.
Some ideas for diplo music that Phonecian provided: ( havent dled all of the Children track, but I'm working on it)
Atreides: 03_Main_Title_(House Atreides)
Corrino: Either 02_Main_Title or 26_Child_Emperor
Harkonnen: 06_The_Floating_Fat_Man with the barons voice cut off.
Bene Gesserit: Either 21_Sins_of_the_Mother or 27_Signs_of_Bene_Gesserit
Bene Tleilaxu: 14_Face_Dancer
Stilgar Fremen: Either 16_Trap_the_Worm or 23_My_Skin_is_Not_My_Own.
Jihad Fremen: Either second part of 09_War_Begins or 18_The_Jihad
Fenring: 15_Paul_Kills_Feyd
Ix(when added): 03_Robot_Fight
I don't really know for Ordos as I really don't know much about them. Any that I missed?
Main menu music I reccoment either 02_Main_Theme, 01_Summon_the_Worms, 16_Trap_the_Worms, 11_Rya_Wolves, 08_Inama_Nushif(Montage), [according to wikipedia, the lyrics for the song are bits from the fremen language]. The 1984 track would be good background music. Any opinions?
32_The_Fremen_Qizarat would work for either fremen group.
Phoenician Apr 21, 2009, 09:33 PM @Ajidica,
Great idea about the diplo music. I agree with your choices +100%. Although I would keep the Baron's voice on in that track. It's funny.
About Buildings XML, ask Keldath.
About old Dune games, go to command&conquer.com for info, last I checked they were being sold on amazon.com. Be careful, there is some buggy issues. Ask people at the C&C site.
keldath Apr 21, 2009, 11:50 PM wow guys...
where do i begin...:)
the_j,
the sonic tank is a russian tungusta, it seems really nice as a sonic tank.
i know...i have some spelling issues...dont worry...ill polish them before releasing.
Phoenician,
well what can i say,
another great work from house Phoenician.
converting all the pictures you made to civ4 buttons is alot of work,
Ajidica,
i would much appreciate if you could give me a hand with this....
Phoenician,
can you do one more thing? all the buildings and wonders you did,
can you assign them to the techs?
according to the tech tree posted on the front page?
that would ease me more :)
try to see what fits when..
as for leader pics,
due to the different preferations,
i will just put the 84 and 2000' leader pics, for anyone to choose,
diplo music...good selection.
gotta go to work now :)
Phoenician Apr 22, 2009, 01:28 AM wow guys...
Phoenician,
well what can i say,
another great work from house Phoenician.
converting all the pictures you made to civ4 buttons is alot of work,
Ajidica,
i would much appreciate if you could give me a hand with this....
Phoenician,
can you do one more thing? all the buildings and wonders you did,
can you assign them to the techs?
according to the tech tree posted on the front page?
that would ease me more :)
try to see what fits when..
as for leader pics,
due to the different preferations,
i will just put the 84 and 2000' leader pics, for anyone to choose,
diplo music...good selection.
@Ajidica: You got the green light.
@Keldath,
Leader Pics-Default should be the 1984. Make an Option for 2000 leader pics for those who want it (I prefer 1984, by a long shot) I think the pictures I provided should be the default.
I'll get to work on assigning techs to structures right now.
Melinko,
Phoenician,
well 2 ub, ok ill delay that for later,
as for balance, well we could make it balance if we want too :)
if you can make buttons for theunit classes i wrote before that would be swell.
I will work on 2nd UB after I assign techs.
I just finished painting buttons for units classes. They came out pretty good.
Unit Classes:
Carryall
http://i6.photobucket.com/albums/y248/community4art/Carryall.jpg
-------------------------
Hornets
http://i6.photobucket.com/albums/y248/community4art/Hornets.jpg
------------------------
Thopters
http://i6.photobucket.com/albums/y248/community4art/Thopters.jpg
------------------------
Heavy Infantry
http://i6.photobucket.com/albums/y248/community4art/HeavyInfantry.jpg
------------------------
Light Infantry
http://i6.photobucket.com/albums/y248/community4art/LightInfantry.jpg
-----------------------
Rovers
http://i6.photobucket.com/albums/y248/community4art/Rovers.jpg
-----------------------
Scorpions
http://i6.photobucket.com/albums/y248/community4art/Scorpions.jpg
----------------------
Hovers
http://i6.photobucket.com/albums/y248/community4art/Hovers.jpg
------------------------
Maula
http://i6.photobucket.com/albums/y248/community4art/Mhula.jpg
----------------------
Burseg
http://i6.photobucket.com/albums/y248/community4art/Burseg.jpg
------------------------
Recon
http://i6.photobucket.com/albums/y248/community4art/Recon.jpg
Phoenician Apr 22, 2009, 04:55 AM Ok, List of ALL buildings and their required techs:
Projects
The Atomics Project - Atomics
SDI - Plasteel Armor
Temple of Shai-Hulud - Desert Lanes
Temple of Jihad - Weirding Modules
Temple of Karama - Baraka
Temple of St. Alia-of-the-Knife - Judge of the Change
Temple of the Water of Life - Kralizec
Temple of the Great Mother - requires Folding Space
Temple of Muad'Dib - Kwisatz Haderach
Regular Buildings
Academy - no tech
Airfield (airport) - Probes
Qanat (aqueduct) - Space Ports
Bank - Credits
Barracks - no tech
Bomb Shelters - Malevolent Designs
Communication Satellite (broadcast tower) - Great Manipulations
Monastery - Buddhism
Bunker - Malevolent Designs
Castle - Knowledge Engine
Cathedral - Wind Trapping
Spice Plant (coal plant) - Low Energy Vehicle
Reception Hall (colosseum) - Spice Refining
Courthouse - Law of Arrikeen
Customshouse - Economics
Drydock - Cooling Systems
Factory - Low Energy Vehicle
Spice Refinery (forge) - Sand Metal
Granery - Underground Tunnels
Hierag (grocer) - Cycle of Arrakis + Spacing Guild
Space Port (harbor) Sand Worms
Hospital - Mentat Healing
Hydro Plant - Weirding Modules
Industrial Park - Mass Industry
Intelligence Agency - Mind Training
Prison Camp (jail) - Breeding Program
Laboratory - Holtzman Drive
Wind Pass (levee) - Heat Shields
Library - Off World Trade
Weather Scanner (lighthouse) - Water Springs
Market - Cycle of Arrakis
Military Academy - Kindjal
Monument - ZenSunni Teachings
Atomics Plant (nuclear plant) - Subatomic Fission
Observatory - The Solaris
Public Transportation - Ampoliros
Recycling Center - Krimskell Fiber
Scotland Yard - no tech
Assassin Bureau - Fraufreluches
Supermarket - Cooling Systems
Theater - Way of the Wise
University - Cycle of Shai' Halud
House Shield (walls) - Spice Extraction
Unique Buildings
Slave Pit (courthouse) - Law of Arrakeen
Bene Gesserit Academy (university ) - Cycle of Shai' Halud
Windtrap (Qanat) - Space Ports
Mushtamal (reception hall) -Spice Refining
Imperial Bank (bank) - Credits
Mentat Academy (laboratory) - Holtzman Drive
Judge of the Change (courthouse) - Law of Arrikeen
Harvester Factory (spice refinery) - Sand Metal
Selamlik (reception hall) - Spice Refining
Axlotl Chamber (prison camp) - Breeding Program
Wonders & National Wonders
Istislah (angkor wat) - Diaspora
Intergallactic Theater Company (broadway) - Malevolent Designs
Air Force Academy (cristo redenter) - Static Seperator
Colony House (forbidden palace) - Law of Arrakeen
Bakka (globe theater) - Way of the Wise
Legend of the Mahdi (hermitage) - Way of the Wicked
Art of Kanly (heroic epic) - Mentats
David Lynch Museum (hollywood) - Gene Manipulations
Spice Silo (ironworks) - Nullentropy
Harg Pass (Mausolem of mausollos) - Imported Goods
Kiswa (moai statues) - Water-Springs
Water Discipline (national epic) - Mentats
Forbidden Forest (national park) - Bio Energy
Sayyadina Monastery (notre dame) - Knowledge Engine
Dar Al-Hikman (oxford university) - Cycle of Shai' Halud
Palace - no tech
Alam Al-Mithal (red cross) - Mentat Healing
Intergalactic Music Company (rock n' roll) - Static Separator
Hajj monument (shedagon Paya) - Buddhism + Climate Control
Aql monument (stonehenge) - Zensunni Teachings
The Bene Gesserit Palace (apostolic palace) - Water of Life
The Fedaykin Monument (the colossus) - Sand Metal
Intergalactic Com. Tower (Eiffel Tower) - Static Separator
The Great Filmbook Library (the great library) - Mentats
The Imperial Space Port (the great lighthouse) -Water-Springs + Spice Extraction
Advanced House Shield (the great wall) - Spice Extraction
The Great Mushtamal (the hanging gardens) - Space Ports
Feufreluches Law (the kremlin) - Mind Training
The Oracle of Hajra (the oracle) - Religion Influence
Temple of the First Moon (the parthenon) - Faith + Climate Control
Ya Hya Chouhada Academy (the pentagon) - Low Energy Vehicle
Obelisks of Muad'Dib (the pyramids) - Spice Extraction
Chakobsa Temple (the sistine chapel) - Wind Trapping
Mihna (spiral minaret) - Fanaticism
Fai Revenue Service (statue of liberty) - Faufrelcuhes
The Great Revolt Memorial (statue of zeus) - Climate Control
Hagal Palace (taj mahal) - Way of the Wicked
Pillar of Fire (temple of artemis) - Faith
Holtzman Field Generator (three gorges dam) - Weirding Modules
Landsraad embassy (united nations) - Gene Manipulations
University of Arrakeen (university of sankore) -
Palace of Carthag (versailles) - Fanaticism
CHOAM (wall street) - Organizations
War of Assassins (west point) - Deep Desert Exploration
keldath Apr 22, 2009, 11:06 AM wow Phoenician!
remarckble work!!!! you keep suprizing me everytime!
i couldnt ask for better unit buttons!!!
really,
beuatyfull job!
next thing you can do -
is set the civics you want in - what kinds? how many catagories? (i like 8 but its too much for a first version),
how much each catagory?
you can choose names and everything :)
your awesome buddy.
Melinko Apr 22, 2009, 11:41 AM hey m,
see my pm...
i dont like the no water , cause the map wont look nice , just a jumble of the land terrain the wtaer gives us possibility to make different set of "land"..the cast deserts ha ha!
Well bad news and good news :) Bad news is I hit a little snag in my code, just a little glitch. But after a day of searching I finally found it.. and ended up just being some dumb mistake heh :mischief:
But good news, the worm is pretty much done, I just have to add the message, and effect in do a quick double check of my code and should be moving onto the next project... All Domain Transports.. :goodjob:
keldath Apr 22, 2009, 11:57 AM ALL HEIL GOD EMPEROR Melinko
hehe....
yeah...stupid mistakes can really get you pull hairs from you head.....really familiar with it im afraid.........
great cant wait to see the worm ready, once youll send it to me, ill oncorporate it with my latest.
great work buddy!
im ready to start the improvement system.
**************
OK GUYS,
i need improvement help,
i need names for these, stuff that improve some of the plant resources ive made, to the spice kinds,
animals,
farm names and such.
go wild :)
*******
darn, the improvment thing is a bit frustrating, im not that familiar with the file CIV4PlotLSystem.xml that control the looks of improvements,
ill have to work on it.
Ajidica Apr 22, 2009, 02:46 PM People, its MAULA not Mhula. Sorry, pet peeve of mine.
Spice Improvement levels:
Gathering
'Hit and Run'
Air-borne Harvesters
Carryall Harvesters
Animals:
Animal Stillsuits (I recall in one book the Fremen made a stillsuit for their donkeys)
Enclosures
Arcologies
Desert Station
Spice Fields could be differentiated into poor, medium, and high richness.
For the leader art, making it a game option would be good becasuse personaly I prefer the new leaders, the Baron especialy. (Main reason is that in the prequels it explains he was quite handsom before he was hit with a disease from a Bene Gesserit witch.)
Forgive me, but what did I sign on to? Is it the 'Dune-ifeing' of units or the soundtrack? If its the soundtrack, any preference on which track I use for the leaders with multiple options?
Phonecian: For the leaders, I remember reading that the civ engine actualy 'squishes' the picture so you have to make it wider than normal. I don't remember by how much. (Theirs a tutorial somewhere). Thing it was done by Jecrell. I wont be able to do much in the way of unit art until past May 8th due to the National AP US History Final Exam, so I am a bit in 'panic mode'.
keldath Apr 22, 2009, 03:34 PM Ajidica,
hi,
thanks for the suggestions,
yes, i know, ill do both leaders for the houses, this is the best solution.
yeah dont worry , ill rename mhula....hehe..
what did you sign on for?
i dunno...you can do what ever you like.
perhaps you have experience with the improvments issue, i getting to a bit a trouble with the graphics, not really know how to deal with CIV4PlotLSystem.xml,
can anyone help there?
if your doing the soundtrack, be my guast, if you wish ill send you the mod so far.
Ajidica Apr 22, 2009, 03:49 PM I can do the soundtrack, you'll still have to modify the diplodefines in leaderinfos. Also, any prefrence for which era I set the tracks to, or should I do all of them?
keldath Apr 22, 2009, 04:02 PM as i said, i dont mind, i like all of dune music,
its just renaming of the files right?
Ajidica Apr 22, 2009, 04:32 PM I'd have to do some tag work, and plug them into Audacity to convert them to mp3 as opposed to m4a. (Civ only works with mp3 right?) For the Baron, I'll likely turn his voice into the into so you only have to hear him one. For the leaders where I have multiple options, any prefrence on which one I do? They are:
Corrino: 02_Main_Title or 26_Child_Emperor
Bene Gesserit: 21_Sins_of_the_Mother or 27_Signs_of_Bene_Gesserit
Bene Tleilaxu: 14_Face_Dancer or 30_The_Ghola_Duncan
Atreides: 03_Main_Title or 36_End_Title
Stilgar Fremen: 16_Trap_the_Worm or 23_My_Skin_is_Not_My_Own
Jihad Fremen: second part of 09_War_Begins or 18_The_Jihad
32_The_Fremen_Qizarat would be good for either fremeng group.
For main menu:
02_Main_Theme, 01_Summon_the_Worms, 16_Trap_the_Worms, 11_Rya_Wolves, 08_Inama_Nushif(Montage),
I'll do the two option ones last so as to give response time. I still need opinions for Ordos and barbarians/smugglers.
Phoenician Apr 22, 2009, 04:33 PM Phonecian: For the leaders, I remember reading that the civ engine actualy 'squishes' the picture so you have to make it wider than normal. I don't remember by how much. (Theirs a tutorial somewhere). Thing it was done by Jecrell. I wont be able to do much in the way of unit art until past May 8th due to the National AP US History Final Exam, so I am a bit in 'panic mode'.
If it squishes the picture then just crop it on microsoft paint or photoshop. I can't crop it for you because I'm not the one who is doing the coding. Just save an original before cropping though.
Ajidica Apr 22, 2009, 04:39 PM What I meant is that the base picture needs to be wider because the civ graphics engine slightly squishes it. Any since you are making the '84 leaders and knowledge of photoshop hopefuly I'm not wrong in assuming you know how to widen pictures.
What do you think of the song choices?
I'll probably use the_fremen_quizarate as the 'riot/war' song that you hear. Slightly fitting as in the moive it played during the riots in Arakken against Alia.
Phoenician Apr 22, 2009, 04:46 PM What I meant is that the base picture needs to be wider because the civ graphics engine slightly squishes it. Any since you are making the '84 leaders and knowledge of photoshop hopefuly I'm not wrong in assuming you know how to widen pictures.
What do you think of the song choices?
That makes no sense. Does it squish from the sides? or Does it squish it from the top and bottom? Do you mean make it wider or make it longer?
Song choices are great, although I would use the prophecy theme from Lynch soundtrack for Fremen.
Main Song title should be for Atreides not Corrino.
Stop calling them jihad fremen and stilgar fremen. They are called Fremen and
Sietch Tabr Fremen (S.T. Fremen for short.)
The_J Apr 22, 2009, 04:49 PM I'll check the tank :).
wow Phoenician!
remarckble work!!!! you keep suprizing me everytime!
i couldnt ask for better unit buttons!!!
really,
beuatyfull job!
Agree, agree, they look great.
Phoenician Apr 22, 2009, 04:52 PM thanks for the compliments.
Ajidica Apr 22, 2009, 05:04 PM What I meant by squished is left/right squished, look at the leader pictures provided by keldath in the first post.
The reason I'm calling them stilgar and jihad fremen is just a different naming system then you use. Jihad Fremen are post-Muad'dib and going on the Jihad while Stilgar Fremen are the pre-Muad'dib Fremen, the less religous ones. Simply a naming convention, not what I want them to be called.
I'm staying away from Prophecy for Fremen as it doesn't have the 'edge of the blade' and ruthlessness feeling that I get from the Fremen, it definitly will be in the game soundtrack. The reason I gave the lynch main title to the Corrinos is that it has a more Corrino feel. Atriedes I feel are more subdued and not the same 'eternal' feeling. Mainly becasue the Corrinos are the ruling house. I'm still open to suggestions. Especialy for Ordos.
Phoenician Apr 22, 2009, 05:15 PM What I meant by squished is left/right squished, look at the leader pictures provided by keldath in the first post.
The reason I'm calling them stilgar and jihad fremen is just a different naming system then you use. Jihad Fremen are post-Muad'dib and going on the Jihad while Stilgar Fremen are the pre-Muad'dib Fremen, the less religous ones. Simply a naming convention, not what I want them to be called.
I'm staying away from Prophecy for Fremen as it doesn't have the 'edge of the blade' and ruthlessness feeling that I get from the Fremen, it definitly will be in the game soundtrack. The reason I gave the lynch main title to the Corrinos is that it has a more Corrino feel. Atriedes I feel are more subdued and not the same 'eternal' feeling. Mainly becasue the Corrinos are the ruling house. I'm still open to suggestions. Especialy for Ordos.
The song "Final Dream" on the Lynch soundtrack is perfect for Atreides. That song was playing when Leto was giving his monologue to Paul.
The prophecy theme is perfect for the LEADERS of Fremen. Paul and Leto II. And since I am mostly going to play as them that's the song I want to hear.
Ajidica Apr 22, 2009, 05:26 PM I'll take that into consideration, unfortunatly, all progress has to be on halt becasue Audacity can't import m4a files. From what I can tell I have to get iTunes, and use iTunes to convert the m4a into mp3 so Audacity can read it. I'll do a bit more experementation.
Phoenician Apr 22, 2009, 06:00 PM Note on Civics: They all have default civic upkeep costs.
I didn't make too many changes because the Dune universe is a mix of feudal, ancient, and modern civics. Default means no changes. All icons are default.
"Spice Harvest" just means the improvement worked on the Spice resources - You can call it whatever you like.
Civics:
-------------------------------------
Government:
Despotism-no tech-default
Monarchy - requires Imperialism-default
Representation - requires Breeding Program-default - favorite civic of Duke Leto
Police State - requires Mentat Logic - default - favorite civic of Rabban
Universal Sufferage - requires Faufrelcuhes - default - favorite civic of Fenring
-------------------------------------
Legal:
Barbarism - no tech-default
Vassalage - requires Castes - default - favorite civic of Emperor Shaddam IV
High Council - (replaces Bureaucracy) - requires Sand Farms - default
Nationhood - requires Way of the Wicked - default
Free Speech -requires Suk School - default
------------------------------------------
Labor
Tribalism - no tech-default
Slavery - Xeno Bottany - default - favorite civic of Vladamir Harkonnen
Caste System - requires Law of Arrakeen - default -favorite civic of Stilgar
Faufreluches - (replaces Serfdom)-requires Castes - default
Kanly - (replaces emancipation) - requires Faufreluches
-New units receive +2 experience points
+2:commerce: from Spice Harvest
--------------------------------------
Economy (without Corporations)
Decentralization -no tech-default
Mercantilism - requires Credits - favorite civic of Roma Atani
+1 free specialist per city
No Foreign Trade Routes
+1:commerce: from Spice Harvest
Guilds - (replaces Free Market) - requires Economics
+ 2 trade routes
favorite civic of D'murr Pilru
State Property - requires Mind Training - default
Advanced Water Discipline - (replaces Environmentalism)
+6:health: in all cities
+1:commerce: from Spice Harvest
+2:health: from Frigate Transport
----------------------------------------
Economy (with Corporations)
Guilds - 1 trade route instead of 2. -25% maintenance of Corps.
Advanced Water Discipline - +25% maintenance of Corps.
Mercantilism - foreign corps. have no effect
State Property- corporations have no effect
-----------------------------------------
Religion
Mysticism - (replaces paganism) - no tech-default
Organized Religion - requires Holy Jihad - default
-favorite civic of Gaius Helen Mohiam and Scytale
Theocracy - requires Water of Life - favorite civic of Alia
+2 experience points in cities with state :religion:
No non-state :religion: spread
+1 :commerce: from Spice Harvest
Kwisatz Haderach - (replaces Pacifism) - requires Diaspora
-favorite civic of Muad'Dib and Leto II
+100%:gp: birth rate in cities with state :religion:
+1 support cost per military unit
+25%:gp: birth rate with Kwisatz Haderach technology
:mad: penalty for civs without Kwisatz Haderach
Free Religion - requires Suk School - default
@Ajidica,
I hope those leaderhead songs are also part of the Dune Wars soundtrack in general. Those choices are such great songs, I would like to hear them when I am playing in general.
Ajidica Apr 22, 2009, 06:50 PM Phonecian, I'll do that.
I managed to get audacity to convert them into .wav, but when I use the LAME encoder to make them mp3, it says it can't find the codex or something like that. I'll keep trying. I got audacity to work once.
keldath: does civ only work with mp3's? If it can use wav or m4a, my job will be alot easier.
Phoenician Apr 22, 2009, 06:55 PM Phonecian, I'll do that.
I managed to get audacity to convert them into .wav, but when I use the LAME encoder to make them mp3, it says it can't find the codex or something like that. I'll keep trying. I got audacity to work once.
You should get I-tunes. I've been using it for years and it is the best music program to have imo.
Ajidica Apr 22, 2009, 07:11 PM I probably should, but would iTunes let me convert all the Dune songs you posted in m4a format into mp3 thus bypassing Audacity. Besides, I really want to get the mp3 part for Audacity working so when Primordial Stew wants me to split the Rome:Total War soundtrack for his mod, Rise and Fall of the Roman Empire.
If anyone wants, I can post the lyrics with translation I found to Inama Nushif. I'm leaning to that song as being the opening menu as it is in the Fremen language
EDIT: I also need advice for the track for the Navigators. Also, Phonecian, would you care for me to go over your city list? For example, Ix and Xuttuh are the same place, Xuttuh is the Tleilaxu word for Ix.
Melinko, good job on wormsign, it looks cool.
Melinko Apr 22, 2009, 07:31 PM Alright here is the Effect with a message, the message can be set through my GameText_Worm, and the effect can be changed through EffectInfo's so both are changeable. Also the range, and the Territory is set on the UnitInfo's..
I also added a new Audio2dScripts/AudioDefines so the sound the effect can also have a custom sound depending on what you wanted.
I can't think about anything else to do with the effect, so if anyone has any ideas let me know. I am going to make sure everything works together, and double check my code. Should have it ready for ya Tomorrow.
Phoenician Apr 22, 2009, 07:36 PM I probably should, but would iTunes let me convert all the Dune songs you posted in m4a format into mp3
yes. It will.
@Melinko, looks great.
Ajidica Apr 22, 2009, 09:31 PM I'll need to get around to getting iTunes then. Well, here is my draft of the 'Dawn on Man' text:
"The beginning is a very delicate time, although any true student of history knows there is no beginning or end, for every tragedy their is an earlier one. However, know that it is 10,191 years after the foundation of the Spacing Guild and their monopoly on space travel. It is the reign of the 81st Padishah Emperor Shaddan IV Corrino, my father. The remaineder of the known universe are ruled by a myriad number noble houses, great and minor. My father maintains an uneasy peace with his Sardaukar, his feared warrior-fanatics. The balence of power rests on the spice; ahhh, the spice. Giver of life, broadener of conciousness, and the most valuable substance in the universe. Without it, the Spacing Guild Navigators would be unable to guide the great starships across the void of space, a new dark age. The words on the lips of every noble is 'The Spice must flow.' Whoever controls the Spice, controls the universe. It is an ironic twist of fate that the most valuable commodity in the universe, is found on its worthless, throwaway wasteland. Arrakis, called Dune by the natives. It is a dry desert planet, no standing water where an unwary person may be killed for his bodies water. The practicers of this foul practice are the Fremen, desert nomads who wander the wastes who are a sharp as a knife and twice as deadly. If only it were the Fremen here, but then there are the great sandworms. They are greater than 400 meters and protect the spice. The spice gatherers call the Shaitan, the demon. For Arrakis must be hell. The spice must flow. When the current governors of the planet, the Harkonnens, kept the spice from flowing, my father removed their monopoly on spice, it was a free-for-all to see which of the Houses Major would make the spice flow, and the control the universe. Whoever controls the spice controls the universe."
-The Princess Irulan I Corrino.
I sort of copied a bit from the '84 Dune intro. If its too long, tell me and I'll edit more of it. Dawn of Man screens can be long, in this case, its supposed to tell the person what Dune is about and sets the mod up.
Phoenician Apr 22, 2009, 10:13 PM I think you should use the whole intro from 84' Dune. I really like that intro a lot.
It's one of the best parts of the film actually.
keldath Apr 22, 2009, 11:46 PM hey guys ,
dont have alot of time,
ill just say that im fine with whatever you guys think is right for the sounds,
and indeed civ4 needs mp3.
good job y'all,
have along day...
Phoenician Apr 23, 2009, 09:33 AM At the moment I am working on a second set of unique buildings for all factions.
I am also creating a few promotions because some of the unique buildings I am making give free promotions to certain unit types.
keldath Apr 23, 2009, 10:13 AM sure, the promotions is another thing i dont have yet.
***
update
yeah! i was successful in adding my new improvement - irrigation - its 3 sets of pipes - based on gas refinery for those who know it.
i need 3 levels of farms:
1. irrigation
2. sand farms ?
3 ?
also 3 levels of mine:
1.?
2.?
3. ?
the levels will be upgradable.
whos got ideas??
Ajidica Apr 23, 2009, 02:46 PM Phonecian, I liked the '84 intro alot to, but remember, in the mod people are thrown right into it without any real intoduction, so I wanted to establish how the Imperium is alot like Pericles Greece and emphasize the spice is important. In the mod, since its not following the books much, Muad'dib plays a lesser part. I also wanted to give a bit of backstory to say why all the factions are fighting over Dune some other stuff. I do want feedback stylisticly. Good, edit it, or dump it and try again.
I managed to find a wav->mp3 converter, so I should the diplo and main menu tracks done by saturday. I included all of the ones I was considering you, Keldath, and Melinko can offer feedback.
Here is the lyrics to Inama Nushif:
"Inama Nushif", Music and Lyrics by Brian Tyler
Inama nushif (She is eternal)
Al . .asir hiy ayish (No malice can touch)
Lia-anni (Singular and ageless)
Zaratha zarati (Perpetually bound)
Hatt al-hudad (Through the tempest)
Al-maahn al-baiid (be it deluge or sand)
Ay-yah idare (A singular voice)
Adamm malum (speaks through the torrent)
Hatt al-hudad (Through the tempest)
Al-maahn al-baiid (be it deluge or sand)
Ay-yah idare (A singular voice)
Adamm malum (speaks through the torrent)
Inama nishuf al a sadarr (Forever her voice sings)
Eann zaratha zarati (through the ages eternally bound)
Kali bakka a tishuf ahatt (Sacrifice is her gift)
Al hudad alman dali (one that cannot be equaled)
Inama nishuf al a sadarr (Forever her voice sings)
Eann zaratha zarati (through the ages eternally bound)
Kali bakka a tishuf ahatt (Sacrifice is her gift)
Al hudad alman dali alia (that Alia will one day equal)
Inama nushif (She is eternal)
Al . .asir hiy ayish (No malice can touch)
Lia-anni (Singular and ageless)
Zaratha zarati (Perpetually bound)
EDIT: The promotions look nice. For the Stillsuit, perhaps a prereq should be the 'Fremen' promotion. I'm rereading the first book, and Kynes remarks that the only good stilsuits are the Fremen ones. I couldn't tell if that was simple arrogance saying that, but I'm inclined to belive that non-Fremen stillsuits arent that great.
Phoenician Apr 23, 2009, 05:00 PM All promotions are available at the start except great general promotions and
Leg Detonator I,II,. Leg Detonator requires Kindjal technology.
Promotions:
Deleted Promotions
Amphibious
Cover
Formation
Woodsman 1-3
--------------------------------
Changed Promotions
Ace: requires combat 2 (instead of combat 3)
Ambush: +25% vs. Rovers, Scorpions, Hovers
Pinch: +25% vs. Light Infantry, Heavy Infantry
Charge: +25% vs. Maula (Changed to Charge I)
Drill IV: 2 first strikes, suffers 25% less collateral damage, +10% vs. Burseg
-------------------------------
New Promotions
Supersonic Air Strike: available only to Thopters
+25% Evasion chance
Requires Ace
http://i6.photobucket.com/albums/y248/community4art/SupersonicAirStrike.jpg
------------
Ceramic Armor: available only to Thopters, Carryall, Hornets
+25% strength
Requires combat 3 or Drill 3
http://i6.photobucket.com/albums/y248/community4art/CeramicArmor.jpg
-----------
Stillsuit: available only to Light Infantry, Heavy Infantry
+1 movement range
Requires combat 2 or Drill 2
http://i6.photobucket.com/albums/y248/community4art/Stillsuit.jpg
----------
Thumper: available only to Light Infantry, Heavy Infantry
Immune to worm strikes
Unit makes no sound
Requires combat 2 or Drill 2
http://i6.photobucket.com/albums/y248/community4art/Thumper.jpg
----------
Charge II :available only to Hornets,Scorpions, Hovers, Burseg, Heavy Infantry, Light Infantry.
+25% vs.Maula
Requires Charge I
http://i6.photobucket.com/albums/y248/community4art/Charge2.jpg
----------
Leg Detonator I: available only to hornets, thopters, burseg, scorpions, hovers, rovers, light infantry, heavy infantry.
+25% vs. Burseg
requires combat I or Drill I
requires Kindjal technology
http://i6.photobucket.com/albums/y248/community4art/LegDetonatorI.jpg
----------
Leg Detonator II: available only to Heavy Infantry
+25% vs. Burseg
requires Leg Detonator I
http://i6.photobucket.com/albums/y248/community4art/LegDetonator2.jpg
----------
Promotions available to unit class:
Carryall: combat 1-5, blitz, medic 1-3, drill 1-4, flanking 1-2, sentry, navigation 1-2, ceramic armor.
Thopters: combat 1-5, pinch, leg detonator, ambush, range 1-2, interception 1-2, Ace, supersonic air strike, ceramic armor.
Hornets: combat 1-5, ambush, blitz, drill 1-4, flanking 1-2, sentry, charge 1-2,
pinch, commando, leg detonator, ceramic armor.
Heavy Infantry: stillsuit, thumper, leg detonator 1-2, city raider 1-3, combat 1-5, pinch, charge, march, commando, ambush, guerilla 1-3, city garrison 1-3, drill 1-4, interception 1-2.
Light Infantry: stillsuit, thumper, leg detonator 1, city raider 1-3, combat 1-5, charge, march, commando, ambush, guerilla 1-3, city garrison 1-3, drill 1-4.
Recon: combat 1-5, march, commando, medic 1-3, guerilla 1-2, sentry.
Maula: ambush, march, medic 1-2, city raider 1-3, drill 1-4, barrage 1-3, accuracy.
Burseg: combat 1-5, city raider 1-3, pinch, ambush, charge 1-2,
leg detonator I, blitz, commando, drill 1-4, flanking 1-2, mobility.
Scorpions: combat 1-5, drill 1-4, pinch, charge 1-2, ambush, blitz, commando, flanking 1-2, mobility, leg detonator.
Hovers: combat 1-5, drill 1-4, city garrison 1-3, pinch, ambush, march, charge, commando, medic 1-2, guerilla 1-3, charge 1-2, leg detonator I.
Rovers: combat 1-5, pinch, ambush, charge, march, commando, medic 1-2, guerilla 1-3, city garrison 1-3, drill 1-4, leg detonator I.
EDIT: The promotions look nice. For the Stillsuit, perhaps a prereq should be the 'Fremen' promotion.
No, the s.t. fremen get the stillsuit upgrade free with their 2nd u.b.
keldath Apr 23, 2009, 06:36 PM Phoenician,
you just blue printed the mod completley fr me :)
awesime , absoulotly awesome.
the buttons im leaving for afetr i finish everything,
im now working hard on the improvements.
Ajidica,
Inama nushif was an opening for one early warlords mod,
i personaly prefer sounds from due 84,
but i also reccomend using the soundtrack of dune 2000, its a realy good one and very suitible, its free to download somewhere,
but as i said, feel free to do what ever you think is right, i know your more familiar with dune then me, so everything youll do ill get in the mod probably as is.
the think i need the most right now,
is an xml guy, if i do this all my self, it will take a long time for this to be completed...:(, but the buttom line, that this mod will be finished no matter what!
gnite y'all,
just lost alot of money on poker :(((
*****
one more thing,
i thought of a replacement for a farm improvment:
1. trade center
2. market
3. large market
will use fantasy buildings - found some nice stuff there,
they will be giving food just like farms,
or you prefer:
1. irrigation
2. green house
3. green facility
will use common improvements models on the site.
those are the 2 option for food giving improvement,
plz tell me what you prefer.
Phoenician Apr 23, 2009, 07:18 PM the think i need the most right now,
is an xml guy, if i do this all my self, it will take a long time for this to be completed...:(, but the buttom line, that this mod will be finished no matter what!
I'm going to look into some tutorials after I finish the unique buildings. I'll try to get all the buildings done in xml.
Ajidica Apr 23, 2009, 07:49 PM I can do some buildings and such, although I am a but busy. Keldath, for the main menu track, any ideas from Dune '84? What I think of a main menu track is one that is addictive (like Baba Yetu) and hits home. The '84 soundtrack is excellent, but it doesn't have the 'impulse' of the COD soundtrack (Children of Dune). The 84 will definitly be in as background music as as Harkonnen theme. I have all the diplotracks converted, I'll upload them to either filefront or CFC. I also am considering 05 Fear is the mind killer as a main menu track. I still need ideas for Ordos/Guild. I might use Trip_to_Arrakis for the Guild, unless you have the soundtrack from the 2000 Dune where the guildman folds space. I don't recall if there is sound there or not. (If you can get its soundtrack, the Corrino theme would be appreciated.)I do have a couple tracks for the Atreides, Lynch 02 and 16, COD 03 and 36.
Phoenician Apr 23, 2009, 11:35 PM I finally finished the second Unique Buildings.
@Ajidica, I'll do all the buildings, focus on other things like music, etc.
@Keldath, you said you need another person for XML, so I will try to teach myself and try to get all the buildings and promotions done-and if I finish that in a timely manner maybe I will do civics, leaderheads and dunopedia entries for civs. Wish me luck.
P.S. - can you make the worm for the SandRider a sandy color? It looks like a snake, not a worm.
More Unique Buildings...
ZOCOM Airbase - House Atreides - replaces Bunker
http://i6.photobucket.com/albums/y248/community4art/ZOCOMAirfield.jpg
Free Commando promotion for heavy infantry.
Free Supersonic Air Strike promotion for Thopters.
+1:gold: from Spice Melange
-50% damage from air units
Dune-opedia: Zone Operations Command, or ZOCOM is the secret, elite division of the House Atreides military. ZOCOM was created to establish protection and reclamation operations for spice in the deep deserts of Arrakis. Few would deny that deep desert service is perhaps the most demanding of any Atreides assignment. Most soldiers and airmen cannot endure the struggles of the deep desert. There are exceptions however, - men and women who find the experience of living and fighting in a near alien environment to be an energizing , engaging experience. These individuals quickly find themselves assigned to ZOCOM - and few, if any, would be happy anywhere else.
-----------------------------
Metals Processing Plant - Harkonnen - replaces Spice Plant
http://i6.photobucket.com/albums/y248/community4art/MetalsProcessingPlant.jpg
provides power with Spice (+2:yuck:)
requires Factory
+1:hammers: from Ore
+1:gold: from minerals
+1:science: from Uranium
Duno-pedia: The Harkonnens are rich with metal resources. The Harkonnen economy is based on mining, industrial manufacturing, and refining.
-----------------------------
Spice Merchant - Bene Gesserit - replaces Spice Plant
http://i6.photobucket.com/albums/y248/community4art/SpiceMerchant.jpg
provides power with Spice (+2:yuck:)
+2:) from Spice Melange
+1:) from Green Spice
Dune-opedia: Bene Gesserits rely on their spice addiction to enhance their powers. With great power, comes a great cost; because withdrawal from melange addiction is fatal.
----------------------------
Sietch - Sietch Tabr Fremen - replaces House Shield
http://i6.photobucket.com/albums/y248/community4art/Sietch.jpg
Free Stillsuits promotion for Light Infantry, Heavy Infantry
Free Thumper promotion for Light Infantry, Heavy Infantry
50% defense
-50% damage to defenses from bombardment
Required to build castle
Double production speed for Protective leaders
Dune-opedia: Fremen: "Place of assembly in time of danger." because the Fremen lived so long in peril, the term came by general usage to designate any cave warren inhabited by one of their tribal communities.
-----------------------------
Fremkit - Fremen - replaces Observatory
http://i6.photobucket.com/albums/y248/community4art/Fremkit.jpg
+25%science:
can turn 1 citizen into scientist
+1:gold:
+1:)
+1:health:
Dune-opedia: - Fremkits are Fremen desert survival kits. Notable contents include an inflatable stilltent, a sand snorkel, a thumper, and maker hooks.
----------------------------
Suk Medical - House Corrino - replaces Hospital
http://i6.photobucket.com/albums/y248/community4art/SukMedical.jpg
+3:health:
+1:science:
Dune-opedia: Where imperial conditioning is developed. The highest conditioning against taking human life. Initiates are marked by a diamond tattoo on the forehead and are permitted to wear their hair long and bounded by a silver Suk ring.
----------------------------
Heighliner - Spacing Guild - replaces Frigate Transportation
http://i6.photobucket.com/albums/y248/community4art/Heighliner.jpg
+1.5:gold: from Spice Melange
+1:health: from Spice
+2:health: from environmentalism
Dune-opedia:These enormous spaceships are the major cargo carrier of the Spacing Guild's transportation system. Heighliner operation requires both a Holtzman drive and a Guild Navigator.
---------------------------
Mentat Agency - House Ordos - replaces Intelligence Agency
http://i6.photobucket.com/albums/y248/community4art/MentatAgency.jpg
+55% defense against espionage
helps thwart rival spies
can turn 2 citizens into spy
+1:gold: from Sapho
Dune-opedia: An intelligence agency run by Mentats.
---------------------------
Renegade Center - Bene Tleilax - replaces Laboratory
http://i6.photobucket.com/albums/y248/community4art/RenegadeCenter.jpg
:yuck: removed
+25%science:
+1:science: from Sapho
can turn 1 citizen into scientist
Dune-opedia: Renegade training center for Mentats. Source of "twisted" Mentats.
--------------------------
Specter - House Fenring - replaces Castle
http://i6.photobucket.com/albums/y248/community4art/Specter.jpg
New Maula weapons receive +5 experience points
+25%:espionage:
+1 trade route
50% defense
-25% damage to defense from bombardement
Double production speed for protective leaders
Dune-opedia: A specter is a fortification reliant and dependent on artillery platforms.
Jeckel Apr 24, 2009, 04:22 AM If you don't want to mess with iTunes, just google 'convert m4a to mp3'. It shouldn't be to hard to find a free convertion tool. :cool:
keldath Apr 24, 2009, 05:08 AM hey guys,
as for the sounds,
for the main menu, im currently using a really good track from dune 2000, i really really like it,
but, 84 tracks can be sutible too.
great i cant wait to have what youve done Ajidica,
plz dont upload to filefront...i hate it :)
as for xml...
well,
xml is really easy guys, basicly you dont need much too know, all you need is to have winmerge,
then you open a file, and just start changing names and values, thats all there is :)
i really hope some of you can do some xml, it will greatly make progress faster.
no one aswered me on the improvements people......
update:
ok this is the current work ive made:
3 levels of food improvements:
1. irrigation - availbe on start of the game
2. growth facility - availbe at the end of first era,
3. green house - mid game.
2 levels of mines: - with commerce minus
1. mining station - first era
2. proccess station - mid game
wind traps - act as second kind of mines with food minus -only on hills
1. light
2. medoium
3. large
solar panels- only on flat lands:
1. solar farm - gives some hammers
spice improvements:
1. spice extractor - first era
2. spice refinery - mid game
plant improvements (like plantation) - gives food and commerene
each for a speciphic kind of resources:
first type:
1. ?
2. ?
second type:
1.
2.
research facility - give mostly commerce:
1. labs
2. science facility
outpost:
available out side borders - to extend culture borders
military outpost:
acts as fort
1. small
2. medium
3. large
upgardes with time.
and thats about it,
the most cool thing, is that in order to get to a level 3 improvement, youll have to build the level before - its a jackel modcomp - that defines an improvement preqeq.
for now, ill leave the cottage village and town as is, cause i dont have another idea for now, and besides is kinda ok for dune (meaning the house models)
so far i added 6 models.
Phoenician Apr 24, 2009, 02:47 PM OK, guys I think I am making some progress. I downloaded a dds converter for my photoshop and I can actually view images from the civ4 documents. I still have a lot to learn though but at least I am making progress. All these tutorials on here are really frustrating, they don't break things down simple enough. I think with a little time I will figure this stuff out-hopefully.
Ajidica Apr 24, 2009, 02:55 PM Keldath, when you refer to Dune 2000, are you refering to the sci-fi channel miniseries or the game? Also, whats wrong with filefront? It has a huge upload space, free, and a relativly fast dl speed. The music is too large to upload to CFC, and filefront works well. No dl waiting either.
Jeckel: Thanks, but I'll still send them all through audacity as I already have it installed and I can edit out parts.
I hope to have the diplo uploaded by evening. I will include alternate tracks if you want to use those instead.
keldath Apr 24, 2009, 03:00 PM Ajidica,
hi! sorry i mixed up! i ment the 2000 game! not the miniseries!
cant wait to see the diplo sounds!
i just dont like file front..:) thats ok you can use it.
Phoenician,
thats great..keep learning, xml is easier if you want too...:)
***
guys im making real progress with nifscope,
ive taken some buildings and by editing them, im creating some really cool improvements :)
im sure youll like my 3 levels of improvement system !
Ajidica Apr 24, 2009, 03:08 PM Ah, the only Dune stuff I have is what Phonecian posted, but if you want, I can go through my other stuff, but it wont be much.
keldath Apr 24, 2009, 03:33 PM thats fine,
ill use your work,
have you done the soundtrack of the ages or just diplo?
if only diplo, then ill use dune 2000 for the ras.
Ajidica Apr 24, 2009, 03:35 PM Only have the diplo and main menu options converted to mp3.
BTW: Whats 'the ras'. Although for the game music, we have to use most (if not all) of the '84 Dune track.
Phoenician Apr 24, 2009, 03:57 PM The music to Dune 2000 (game) is pretty good. I listened to it a while back on youtube.
Yeah, but Dune 84 soundtrack is best, followed closely by CoD.
I still can't figure out how XML works, if you guys can give me a few tips that would be great.
These tutorials are USELESS. They speak so vague and they don't tell me how to change the name of a building or replace its icon.
So far all I have learned is how to convert my artwork into dds. files. but that's it. I don't know where to put them or anything.
All I want to do is be able to change the name of a building, change its button and civopedia icon with my artwork, change the civopedia entry for it, and change its function.
Can you guys PLEASE tell me how to do this!!!
Ajidica Apr 24, 2009, 04:05 PM I'll post a crash guide to XML later today, I'm quick going to get the diplo done.
keldath Apr 24, 2009, 04:29 PM pheonician,
use this link
http://forums.civfanatics.com/showthread.php?t=181119
download a copy of the free dtxbmp,
with this program you can do almost anything,
i did buttons with it easly,
folow the steps carfully, and youll succeed, for you to have a button template, just use one of civ4s botton template,
say take a warrior button, or a button from one of the vanilla mods, and alter it to your art work, its really easy.
xml is also really easy, get winmerge installed and ill teach you through it.
or if Ajidica will beat me to it..:)
Ajidica,
i meant eras not ras...hehe...sorry.
ill be waitig for the music :))
**
im close to finishing the models for improvments, sill have some issues,
have anyideas for plantation like improvment? or a food somthing name for improvement?
Ajidica Apr 24, 2009, 04:32 PM Keldath, here is the diplo music and the xml, I didn't try it out it game though:
http://files.filefront.com/DuneMod+DiplomacyMusicrar/;13652685;/fileinfo.html
A quick word on my naming convention, some files are called L02 or COD08, the L means it is from the Lynch film, while COD means Children of Dune. The numbers are what track it is. I'll start working on the mod again after the weekend, the weekend is the time I work on my mod.
XML Crash Course
Everything in XML is based on a system of tags. The tags are (almost always) either an interger, boolen, or text. Interger is any number, in Civ, it is represented as <iCombat>. Boolen is a 1 or 0, on or off, in civ it is <bHiddenNationality>. There can be no spaces, _ serve the function of spaces. Every tag begins as <object> and ends as </object>. To make a tag do nothing, go <object/>.
It can be edit through notepad, although an editor is better. Do a goodle search on XML Editor, you should be able to find a free one easily.For editing, just copy and past, and edit in the tags. Any other question, ask.
To change the name, you will find a tag at the top of the entry called <Description>TXT_KEY.... This relates to the file in Text, ObjectInfos or something like that. Just copy an entry, replace the insides of <Tag> with TXT_KEY(name of changed building). So if you named a building TXT_KEY_BUILDING_HARKONNEN_SLAVE_PIT, inside <Tag> you would type TXT_KEY_HARKONNEN_SLAVE_PIT. Civilopedia is done with the <Civilopedia> tag in the pediainfos file.
Adding buttons is a pain, I actualy have never done it. (I belive in BTS you can do it with freestanding buttons, ie:they dont have to be in a .tga file.) But you would refrence it in buildingartinfos by pointing to its location. (See how Firaxis did it).
For editing function, its just a matter of edit tag info for the mos part. Some buildings may require use of python (scripting) but I have never done that so I am no help there.
The 'window box' in the pedia containing the building is actualy just a viewscreen of the building model. Buttons in pedia just reflect the one that you refrenced for buildings. If you want your pictures for the 'window box', I think there is a way to do it, but I'm not sure.
As above, any questions, ask.
Phoenician Apr 24, 2009, 04:58 PM Keldath, here is the diplo music and the xml, I didn't try it out it game though:
http://files.filefront.com/DuneMod+DiplomacyMusicrar/;13652685;/fileinfo.html
A quick word on my naming convention, some files are called L02 or COD08, the L means it is from the Lynch film, while COD means Children of Dune. The numbers are what track it is. I'll start working on the mod again after the weekend, the weekend is the time I work on my mod.
XML Crash Course
Everything in XML is based on a system of tags. The tags are (almost always) either an interger, boolen, or text. Interger is any number, in Civ, it is represented as <iCombat>. Boolen is a 1 or 0, on or off, in civ it is <bHiddenNationality>. There can be no spaces, _ serve the function of spaces. Every tag begins as <object> and ends as </object>. To make a tag do nothing, go <object/>.
It can be edit through notepad, although an editor is better. Do a goodle search on XML Editor, you should be able to find a free one easily.For editing, just copy and past, and edit in the tags. Any other question, ask.
To change the name, you will find a tag at the top of the entry called <Description>TXT_KEY.... This relates to the file in Text, ObjectInfos or something like that. Just copy an entry, replace the insides of <Tag> with TXT_KEY(name of changed building). So if you named a building TXT_KEY_BUILDING_HARKONNEN_SLAVE_PIT, inside <Tag> you would type TXT_KEY_HARKONNEN_SLAVE_PIT. Civilopedia is done with the <Civilopedia> tag in the pediainfos file.
Adding buttons is a pain, I actualy have never done it. (I belive in BTS you can do it with freestanding buttons, ie:they dont have to be in a .tga file.) But you would refrence it in buildingartinfos by pointing to its location. (See how Firaxis did it).
For editing function, its just a matter of edit tag info for the mos part. Some buildings may require use of python (scripting) but I have never done that so I am no help there.
The 'window box' in the pedia containing the building is actualy just a viewscreen of the building model. Buttons in pedia just reflect the one that you refrenced for buildings. If you want your pictures for the 'window box', I think there is a way to do it, but I'm not sure.
As above, any questions, ask.
I think I just figured out how change the name of a building and its civopedia entry right before you posted this.
Do I have to reload the game every time I want to see a change? How do I load the mod without having to load civ4 first every time?
So for buttons, I put the images in buildingartinfos???
Ajidica Apr 24, 2009, 05:03 PM To load the mod without loading civ you would need either to make a scenario and include a modpath in it, or hack into the .exe launcher, both of which I don't know how to do. Yes, you have to reload the game to see a change, but you don't have to do it for every single change you make, just do a bunch then load the game up.
For buttons:
For buildings, place the button in Assets/Art/Interface/Buttons. You then refrence it through buildingartinfos, when you open it up, look at how Firaxis does it.
Phoenician Apr 24, 2009, 05:10 PM For buttons:
For buildings, place the button in Assets/Art/Interface/Buttons. You then refrence it through buildingartinfos, when you open it up, look at how Firaxis does it.
that helps a lot thanks. I think i understand what you mean.
The_J Apr 24, 2009, 07:30 PM You could also use Just Another Mod Chooser (http://forums.civfanatics.com/downloads.php?do=file&id=8775) to load the mod.
A suggestion for a unit:
Like you know, you can combine different models in one unitmeshgroup, like the settlers.
For a fremen unit, you could add this building (http://forums.civfanatics.com/downloads.php?do=file&id=6131) with a small scale to a meshgroup, for this worm-baiting tool the fremen use.
Phoenician Apr 24, 2009, 07:37 PM You could also use Just Another Mod Chooser (http://forums.civfanatics.com/downloads.php?do=file&id=8775) to load the mod.
A suggestion for a unit:
Like you know, you can combine different models in one unitmeshgroup, like the settlers.
For a fremen unit, you could add this building (http://forums.civfanatics.com/downloads.php?do=file&id=6131) with a small scale to a meshgroup, for this worm-baiting tool the fremen use.
holy crap, it looks just like a thumper. Also, thanks for the mod chooser.
keldath Apr 24, 2009, 07:39 PM to load amod at start of the game:
just go to Civ4Config.ini, through bts folder, look for the line:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = mod name
instead of mod name - change to your mod folder, thats all.
adding buttons isnt difficult aswell, i used to think art is hard to learn,
but dtxbmp is a magic program,
i load one of the normal buttons of civ4, load it through dtxbmp,
then prees on the yello arrow - export at the button of the screen, using paint sho - im puting my desired picture instead of what is set there, using the defult size of the button,
then just save the paint shop,
and then save the dds , and bang you have a new button,
trust me Phoenician,
if youll read the tut i linked you above, step by step, youll be able to do all you art into buttons, just read the tut.
its really really easy to do.
xml,
just trial and error, change a desc of a unit from - txt_key_unit_warrior into - Phoenician the artist, and youll see the new game when loading te game :)
change some more values and see what they do.
the txt_key_xxxxx_xxxxx are just refferences to the text files, in the text folder, the text, pedia, strategy and all the concept, are just concentrated in large text files, i dont use those refernce in order to save time, i write what i want in the desription tag, most moddres do this to save time.
follow our instruction and in a weak youll be an xml and button expert.
Ajidica,
thank you very much, i will use you files,
by the way, im planing to keep most sounds for the mod as an addon for those who wish it, cause they tend to be a large addition to the mod size, thats what most mods that contain many sounds.
***
i hope to finish the improvement by next weak max, then start inserting the buildings Phoenician so kindly gave us.
gnite my dear fedykins
*****
The_J!
wow you just gave me a great idea,
i know that model,
i can make a soldier, that will have this thumper, and to give it rival teritory movement and maybe hidded nationality,
using melinko's worm event, giving this unit very high value of sound thus attracting a worm to say - enemy teritory :))
Phoenician Apr 24, 2009, 07:55 PM to load amod at start of the game:
just go to Civ4Config.ini, through bts folder, look for the line:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = mod name
instead of mod name - change to your mod folder, thats all.
adding buttons isnt difficult aswell, i used to think art is hard to learn,
but dtxbmp is a magic program,
i load one of the normal buttons of civ4, load it through dtxbmp,
then prees on the yello arrow - export at the button of the screen, using paint sho - im puting my desired picture instead of what is set there, using the defult size of the button,
then just save the paint shop,
and then save the dds , and bang you have a new button,
trust me Phoenician,
if youll read the tut i linked you above, step by step, youll be able to do all you art into buttons, just read the tut.
its really really easy to do.
xml,
just trial and error, change a desc of a unit from - txt_key_unit_warrior into - Phoenician the artist, and youll see the new game when loading te game :)
change some more values and see what they do.
the txt_key_xxxxx_xxxxx are just refferences to the text files, in the text folder, the text, pedia, strategy and all the concept, are just concentrated in large text files, i dont use those refernce in order to save time, i write what i want in the desription tag, most moddres do this to save time.
follow our instruction and in a weak youll be an xml and button expert.
thank you very much, i will use you files,
by the way, im planing to keep most sounds for the mod as an addon for those who wish it, cause they tend to be a large addition to the mod size, thats what most mods that contain many sounds.
***
i hope to finish the improvement by next weak max, then start inserting the buildings Phoenician so kindly gave us.
OK, I didn't notice your post above. I am sure that link will help me-gonna dive into it right now. I just finished converting all my building icons into DDS files. It took a long time. I think I have buildings and promotions covered-in terms of buttons, benefits, and civopedia.
I guess Keldath will implement the animations for them.
Ajidica, if I supply you with widened pictures of leaderheads, will you do the leaders for us?
Ajidica Apr 24, 2009, 09:10 PM I could do the leaderart, but I don't know how wide to make the picture, I'll try and find that tutorial that said what the percentage had to be. Also, for Ordos I gave them Lynch 08, Final Battle and to Guild I gave them Lynch 07 Trip to Arrakis, good choice?
Here is the link, apparently the image has to be wider by 25%.
http://forums.civfanatics.com/showthread.php?t=144425
Keldath: I would reccomend doing the text through the TXT_KEY.... It makes it easier to add other languages and in my opinion, it makes the mod feel neater. If you want, I could do the techs.
An idea I had for a Project would be 'Off-Planet Raid' to symbolize frigates raiding your enemies planet, such as the Atreides did when the Harkonnens attacked them. (They destroyed the spice stores on Geidi Prime) It would either reduce solaris or spice available, or temporarily cause anarchy. Opinions?
keldath Apr 25, 2009, 03:49 AM humm...
guys i already did the leaderpictures, see the pic on the front page,
why do you want me to do them again?
widen pics - is that the reason?
Ajidica,
i inderstand that txt key is better,
but,
its too much of time consuming, and i doudt that anyone would bother to make a translation of the entire mod, to another language.....
if you like, you are more then welcomed to convert what i did so far to txt key,
if you wish ill send you my recent work so you can make the changes on it.
Phoenician,
if you converted everything to buttons, see if the work for the objects, sometimes a button dds may be too lrage and when pressed on in game can cause a crash, so check them out i suggest, im adding the buttons in the final stages of the mod,
i like the entire mod infrastructure to be finished first.
Ajidica,
cool idea, could be made as an event.
Jeckel Apr 25, 2009, 05:14 AM FileFront sucks because it will delete your files if they don't stay active enough. Use MediaFire.com, they are the best free upload site on the web.
To start a mod without having to start normal Civ and then load the mod...
1: Copy the games shortcut to some place appropriate.
2: Rename it to something that tells you what mod it will load.
3: Right click on the shortcut and choose 'Properties'.
4: Go to the second tab 'Shortcut' and find the 'Target' entry.
5: Change it from
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe"
to
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\ModName
where ModName is the name of the directory that the mod you want loaded is in.
Then every time you click on your new shorcut, Civ4 will load up with the mod for ya. :cool:
Ajidica Apr 25, 2009, 12:56 PM I'll keep mediafire in mind when I have to upload something again.
As to leader pics, if you already have them done, then its fine, but if you want to, having a non-squished leader is slightly better.
Phoenician Apr 25, 2009, 02:58 PM I have a question. I have XML pretty much understood now.
One thing I can't seem to do though is give 2 free promotions from a building.
There are 2 unique buildings that give 2 free promotions each.
I don't know how to add a second promotion.
the xml looks like this: <FreePromotion>Stillsuit</FreePromotion>
this works, but when I try to add another promotion it doesn't work.
What do I have to type in order to add a second promotion???
Also, how do I make it so that only one type of unit gets the promotion?
For example: the ZOCOM airbase is supposed to give free commando promotion to only Heavy Infantry.
How do I do this?
Ajidica Apr 25, 2009, 03:26 PM I don't think you can give more than 1 promotion, any more would either require modding the sdk to allow <freepromotions> or python using onunitmove function, but I can't help there. Python would also likely have to be used to apply only to unitclasses.
keldath Apr 25, 2009, 03:38 PM hi,
theres a unitcombat thats related to the promotion, its possible to give one to a speciphc unit class - heavy infantry,
2 promotion cant be done, unless you know sdk c++.....
2 more models left for the promotions,
my improvement will contain some original work :)
Phoenician Apr 25, 2009, 03:55 PM Keldath, I can't figure out how to do buttons...
I'm going to keep working on XML.
If you want I can give you ALL the icons that are made into DDS files to save you time.
Ajidica Apr 25, 2009, 04:02 PM Whats the problem with buttons? If theyre pink or black, make sure you dont have the , in the front and you are pointing to the right place. I don't recall if they need a border or not or if the alpha channel needs to be altered. There are a couple button tutorials out there.
Phoenician Apr 25, 2009, 04:05 PM Whats the problem with buttons? If theyre pink or black, make sure you dont have the , in the front and you are pointing to the right place. I don't recall if they need a border or not or if the alpha channel needs to be altered. There are a couple button tutorials out there.
I spent all yesterday afternoon and night trying to figure it out. I tried tutorials.
I'm just button stupid. Like I said, I can give either you or Keldath all the DDS files.
My head hurts just trying to think about it anymore.
Ajidica Apr 25, 2009, 04:14 PM Likely give them to keldath later, buttons arent the top concern.
Keldath, are we going to use default leader traits or custom ones? If custom, I have a couple ideas:
Spice Addicted: (Bene Gesserit, Guild, and dynamicly to any faction that has loads of spice) Requires x sources of spice for +1 happy instead of just one. If spice is shifted off planet, -x% spice.
Secretive: (Bene Gesserit, Bene Tleilaxu, Fenring(he did make a custom language to talk to his Bene Gesserit wife), Ordos, Guild) +x% EP, +x% capturing enemy spies, -x(small) diplomacy to all other factions.
An idea for spice that I have is to hijack into the culture slider where by sending the slider higher, it represents the more spice you are trading off planet. Basicly if possible, it is limited by the numeber of spice you control and other factors, but the more you send off planet, you have a higher chance of getting free gold, units, and other stuff. Just an idea, I still need to work on it. (Keldath, is it even possible?)
Phoenician Apr 25, 2009, 04:42 PM Keldath, are we going to use default leader traits or custom ones? If custom, I have a couple ideas:
Spice Addicted: (Bene Gesserit, Guild, and dynamicly to any faction that has loads of spice) Requires x sources of spice for +1 happy instead of just one. If spice is shifted off planet, -x% spice.
Did you see the second set of unique buildings? It addresses this concern already.
I also prefer default leader traits.
We have to be careful not to do too much. Less is more.
keldath Apr 25, 2009, 05:36 PM hummm....Phoenician.....
have you read the tut i gave you? - how to edot game fonts?
its basicly tells you what to do step by step....making a button take less ten a minute ......
all you need to have is dtxbmp,
have you got it? if so, im willing to post you s step by step tut with photos, its so easy,
tell me when you have the dtxbmp installed and i guide through it, its easier then understanding how to play civ4 :)
Ajidica,
well havnt really gotten to think about traits, im going step by step and as i go,
but sure, i can add new traits, its easy.
i like this spice idea, but it required some heavy c++ coding, that currently - only melinko can do, and we have a prioroty,
first , as i said, i want to have a full conversion of the game, then ill be free to further develop the mod, right now it is more importent to finish that,
the hard part is over - units and techs,
almost finished improvements, then buildings shouldnt take long thanks to Phoenician,
events and promotions are my Achilles heal, i dont like to mess with those much..:)
evryone have a good week.
Ajidica Apr 25, 2009, 06:03 PM I can think of some events, but for the most part, we can hack the default events, eg: Replace Tornado with Coriolis Storm, and so on. For traits, how easy would it be to hack FfH's Sprawling trait? Basicly it limits the numbers of 'real' cities one can have, and the other cities cost nothing, can build nothing, and are basicly used for grabbing resouces and enlarging territory. I think this would work well for the Fremen, becasue despite having a few real cities, they are still basicly nomadic. Jihad Fremen would function normaly. Also, keldath, what do you think of my choices for diplo music?
Phoenician Apr 25, 2009, 06:36 PM We can now do the Leaders and Civilizations.
All these pictures below are stretched exactly 25% as they are supposed to be.
Refer to page 1 for dune-opedia entries on leaders.
Refer to page 2 for dune-opedia and pics of civs.
Do you need the civ flags stretched too?
LEADER-HEADS:
Alia-of-the-Knife
http://i6.photobucket.com/albums/y248/community4art/ALIA-1.jpg
Helen Gaius Mohiam
http://i6.photobucket.com/albums/y248/community4art/helengaiusmohiam.jpg
Paul Muad'Dib
http://i6.photobucket.com/albums/y248/community4art/PAULMUADDIB.jpg
Leto II
http://i6.photobucket.com/albums/y248/community4art/LETO2.jpg
Baron Vladamir Harkonnen
http://i6.photobucket.com/albums/y248/community4art/Harkonnen.jpg
Beast Rabban
http://i6.photobucket.com/albums/y248/community4art/RABBAN.jpg
Duke Leto Atreides
http://i6.photobucket.com/albums/y248/community4art/LETO.jpg
D'murr Pilru
http://i6.photobucket.com/albums/y248/community4art/EDRIC.jpg
Roma Atani
http://i6.photobucket.com/albums/y248/community4art/OrdosMentat.jpg
Stilgar
http://i6.photobucket.com/albums/y248/community4art/STILLGAR.jpg
Scytale
http://i6.photobucket.com/albums/y248/community4art/Scytale.jpg
Count Fenring
http://i6.photobucket.com/albums/y248/community4art/Count_Fenring.jpg
Shaddam Corrino IV
http://i6.photobucket.com/albums/y248/community4art/Shaddam_corrino_iv.jpg
Phoenician Apr 25, 2009, 06:44 PM hummm....Phoenician.....
have you read the tut i gave you? - how to edot game fonts?
its basicly tells you what to do step by step....making a button take less ten a minute ......
all you need to have is dtxbmp,
have you got it? if so, im willing to post you s step by step tut with photos, its so easy,
tell me when you have the dtxbmp installed and i guide through it, its easier then understanding how to play civ4 :)
Yeah, I have DTXBMP. I followed the tut. I epic failed :P
Give me some tips. I'll try it again after i finish building/promotions XML.
The_J Apr 25, 2009, 08:37 PM I have a question. I have XML pretty much understood now.
One thing I can't seem to do though is give 2 free promotions from a building.
There are 2 unique buildings that give 2 free promotions each.
I don't know how to add a second promotion.
the xml looks like this: <FreePromotion>Stillsuit</FreePromotion>
this works, but when I try to add another promotion it doesn't work.
What do I have to type in order to add a second promotion???
Also, how do I make it so that only one type of unit gets the promotion?
For example: the ZOCOM airbase is supposed to give free commando promotion to only Heavy Infantry.
How do I do this?
This can be done through python.
I could create a small dummy with some default values (for example with shock for warriors), so you could modify it.
If it is wished, just say it.
Yeah, I have DTXBMP. I followed the tut. I epic failed :P
Give me some tips. I'll try it again after i finish building/promotions XML.
Attach one of your buttons, it's easier to look at them directly.
Phoenician Apr 25, 2009, 08:51 PM This can be done through python.
I could create a small dummy with some default values (for example with shock for warriors), so you could modify it.
If it is wished, just say it.
Attach one of your buttons, it's easier to look at them directly.
no, it's ok. I sort of found a way around it. For example, instead of the ZOCOM airfield giving a commando promotion for heavy infantry and supersonic airstrike for thopters, I just gave it commando promotion and 4+experience for thopters.
I don't understand what you mean by attaching my buttons. I don't understand the whole co-ordinates aspect of it. All I know is to attach button to purple grid and then send back to editor and then after that I am completely lost.
The_J Apr 25, 2009, 09:02 PM No, i meant, .zip your buttons, and attach it here at a post, so that i can look, what you did.
Phoenician Apr 25, 2009, 09:35 PM No, i meant, .zip your buttons, and attach it here at a post, so that i can look, what you did.
ok, here you go.
http://i6.photobucket.com/albums/y248/community4art/1.jpg
http://i6.photobucket.com/albums/y248/community4art/3.jpg
Ajidica Apr 25, 2009, 10:57 PM For me to use the leaderheads (and forThe_J to use the buttons) the files themselves have to be uploaded to CFC, we can't do anything without the file, click on the Downloads tab up top and they have instructions on what to do.
Out of curiosity, where did you get the Leto II picture? He wasn't in Dune and only appeared in COD.
Phoenician Apr 25, 2009, 11:20 PM For me to use the leaderheads (and forThe_J to use the buttons) the files themselves have to be uploaded to CFC, we can't do anything without the file, click on the Downloads tab up top and they have instructions on what to do.
Out of curiosity, where did you get the Leto II picture? He wasn't in Dune and only appeared in COD.
1. OK, will do.
2. Yes, I know that. The picture is from the sci-fi channel miniseries "Children of Dune".
Leto II and Paul will be leaders for Fremen for this mod.
It is no less odd to have these leaders together as it is to have Cyrus and Darius together. And no one said that this mode was only based on the origional Dune.
Alright I'll get to work on getting you guys all the icon files. I converted them all to DDS files--so that should save you some time.
Phoenician Apr 26, 2009, 12:20 AM All Building Buttons/Civopedia Art. DDS format
http://uploading.com/files/AP8TVYX5/ZOCOM Airfield.dds.html
http://uploading.com/files/R6TSMK17/Ya Hya Chouhada Academy.dds.html
http://uploading.com/files/RDS3AH6P/windtrap.dds.html
http://uploading.com/files/ZKESDQ35/Wind Pass.dds.html
http://uploading.com/files/6GUL7LQO/Weather Scanner.dds.html
http://uploading.com/files/JTCD6XWM/Water Discipline.dds.html
http://uploading.com/files/WROXMB6C/War of Assassins.dds.html
http://uploading.com/files/79SPJH42/The Laandsraad.dds.html
http://uploading.com/files/2Y6PQGDV/The Imperial Space Port.dds.html
http://uploading.com/files/ZPH7QJSQ/The Great Revolt Memorial.dds.html
http://uploading.com/files/8PWJJEYU/The Fedaykin Monument.dds.html
http://uploading.com/files/ZAOGHQTI/The Bene Gesserit Palace.dds.html
http://uploading.com/files/L5I1V153/The Atomics Project.dds.html
http://uploading.com/files/SEBJYQ0P/Temple_of_the_Water of Life.dds.html
http://uploading.com/files/RREELD9A/Temple_of_the_Great Mother.dds.html
http://uploading.com/files/4YB9BSS5/Temple_of_St_Alia_of_the_Knife.dds.html
http://uploading.com/files/9AW9LORA/Temple_of_Shai-Hulud.dds.html
http://uploading.com/files/75OCIDDZ/Temple_of_Muad'Dib.dds.html
http://uploading.com/files/XOGEYJPP/Temple_of_Karama.dds.html
http://uploading.com/files/TJHN599K/Temple_of_Jihad.dds.html
http://uploading.com/files/KZGYLS75/Temple of the First Moon.dds.html
http://uploading.com/files/16207IDV/Suk Medical.dds.html
http://uploading.com/files/2NBDZR4I/Spice Silo.dds.html
http://uploading.com/files/FP5K339O/Spice Refinery.dds.html
http://uploading.com/files/GNMRG32D/Spice Merchant.dds.html
http://uploading.com/files/N937J45J/Specter.dds.html
http://uploading.com/files/BC4I5IXJ/slave pit.dds.html
http://uploading.com/files/C8X0KW5X/Sietch.dds.html
http://uploading.com/files/38CCEQ2N/Ship Port.dds.html
http://uploading.com/files/NCLKU1XU/selamlik.dds.html
http://uploading.com/files/KYCFFPD7/Sayyadina Monastary.dds.html
http://uploading.com/files/I91HL8PR/Renegade Center.dds.html
http://uploading.com/files/C0DXPSW0/Reception Hall.dds.html
http://uploading.com/files/AYZ41GSK/Qanat.dds.html
http://uploading.com/files/07TN6T8T/Prison Camp.dds.html
http://uploading.com/files/5JAZ5V3C/Pillar of Fire.dds.html
http://uploading.com/files/O1JVRBBH/Palace of Carthag.dds.html
http://uploading.com/files/3C05RGQU/mushtamal.dds.html
http://uploading.com/files/8PZV7HA3/Mihna.dds.html
http://uploading.com/files/S7KRR5RN/Metals Processing Plant.dds.html
http://uploading.com/files/FXJA0JOT/Mentat Agency.dds.html
http://uploading.com/files/2P4JMLD1/mentat academy.dds.html
http://uploading.com/files/QOPMYO3Q/Legend of the Mahdi.dds.html
http://uploading.com/files/ZHMIEQN6/Kiswa.dds.html
http://uploading.com/files/F0365WG8/judge of the change.dds.html
http://uploading.com/files/6Y41IE62/Istislah.dds.html
http://uploading.com/files/7UFLU1GI/Intergallactic Theatre Company.dds.html
http://uploading.com/files/DQ022R7W/Intergallactic Music Company.dds.html
http://uploading.com/files/DNDBURX9/Intergalactic Com Station.dds.html
http://uploading.com/files/WWA5W2WD/imperial%20bank.dds.html
http://uploading.com/files/YEUPYZ8N/House Shield.dds.html
http://uploading.com/files/EM4QHNIA/Holtzman Field Generator.dds.html
http://uploading.com/files/ZA6XV1I6/Heighliner.dds.html
http://uploading.com/files/86LPVRQG/harvester factory.dds.html
http://uploading.com/files/E0N9OCFC/Harg Pass.dds.html
http://uploading.com/files/V5LBXZKD/Hajj Monument.dds.html
http://uploading.com/files/LL9FVD2Q/Hagal Palace.dds.html
http://uploading.com/files/LHI2UUL4/Granery.dds.html
http://uploading.com/files/IO5GZKYT/Fremkit.dds.html
http://uploading.com/files/M96UVSYD/Forbidden Forest.dds.html
http://uploading.com/files/BTWZ9OV6/Fai Revenue Service.dds.html
http://uploading.com/files/P8LUB84F/David Lynch Museum.dds.html
http://uploading.com/files/GJ6H9GBD/Crysknife Monument.dds.html
http://uploading.com/files/V3QK8DSW/Communication Satelite.dds.html
http://uploading.com/files/3CEHN45Z/Colony House.dds.html
http://uploading.com/files/BNN6HUIP/Chakobsa Temple.dds.html
http://uploading.com/files/YFSMIMAL/bene gesserit academy.dds.html
http://uploading.com/files/OV4u0I03HLN/Assassin Bureau.dds.html
http://uploading.com/files/Q9IHAHW0/Art of Kanly.dds.html
http://uploading.com/files/LACWVVGL/Aql Monument.dds.html
http://uploading.com/files/LJV8EPXB/Alam Al Mithal.dds.html
http://uploading.com/files/NIOEFC45/Airfield.dds.html
http://uploading.com/files/LNJQAE68/Air Force Academy.dds.html
http://uploading.com/files/JU8JCDLJ/Advanced House Shield.dds.html
@Keldath, can you give me the names of all the eras. I want to make art screen for each era.
Could you attach your latest version of Dune Wars, I want to see all the changes done first hand.
Thanks.
Ajidica Apr 26, 2009, 10:27 AM Could you put all the .dds files into one dl (to .zip the files, rut them al into a folder then rightclick, encode and select .zip. It might not be encode on your computer though) so we don't have to dl them individualy (wouldn't be quite as much of a problem if downloading didn't have a 90 second wait, it would take around 90 min (my math may be off, I did it in my head). to dl them all.
keldath Apr 26, 2009, 11:23 AM Phoenician...
sure ill send you the version in a few hours,
......why did you upload each button alone....zip it buddy..its gonna take tons of time to dl them all......:(
thanks for the individual uploads though, still appreciate it.
*****
here are the final improvement models, 2 are missing - fort ( ineed three models)
and pit mining, that i forgot to show it.
some of the improvements can be upgraded with a worker/harvester when the next lvl is available via tech tree.
Phoenician Apr 26, 2009, 01:53 PM sorry guys. I didn't know how to zip files. thanks to Ajidica for explaining it to me.
ok here it is, all zipped up:
http://uploading.com/files/34MJL565/DUNE ICONS.zip.html
Keldath, the improvements look awesome.
Ajidica Apr 26, 2009, 01:57 PM Keldath, the improvements do look awsome, but as to windtraps, Chamedrys did make an actual one that looks pretty good.
keldath Apr 26, 2009, 03:10 PM Phoenician,
great man!! thank you both for doing this,
Phoenician, by the end of this mod, we will make you a modder like kael! :))
Ajidica,
can you provide me with the link to it?
basicly i wanted to mae modern winmills -lvl as a pack of 3 and so on,
but somthing didnt worked with it so i couldnt make it to work ..so i had to improvise...
thanks guys for the compliments,
its funny, 4 improvment models are basicly one that i reorgenized 4 times :)
glad you likem :))
now im going for the improvement and bonus values as well as bonus appearnce on the map,
this wont take long,
next it the buildings.
Ajidica Apr 26, 2009, 04:31 PM Heres the windtrap:
http://forums.civfanatics.com/downloads.php?do=file&id=2984
Heres also the Imperial Palace:
http://forums.civfanatics.com/downloads.php?do=file&id=2956
There is a bunch of stuff that would work here that woodelf made a while ago, asiox3 made a nice sci-fi mine and JustaTourist made some nice labs and such.
keldath Apr 26, 2009, 11:48 PM awesome Ajidica!
i will add those at once.
i dont wanna through the currnt windtrap improvement model i made,
i rather keep it as another improvement - have some suggestion for its new function? name?
****
anyone heard from melinko?
Phoenician Apr 27, 2009, 08:33 AM awesome Ajidica!
i will add those at once.
i dont wanna through the currnt windtrap improvement model i made,
i rather keep it as another improvement - have some suggestion for its new function? name?
****
anyone heard from melinko?
The windtrap is the unique building of the fremen, it replaces the qanat.
keldath Apr 27, 2009, 10:42 AM Phoenician,
yeah i know,
but wouldnt you prefer it as an improvement for everyone?
Phoenician Apr 27, 2009, 11:07 AM I finished all the buildings and promotions. Note that there are a couple buildings that give free promotions. I did all buildings except space ship parts (should be 7 holy shrines), corporations and religious buildings.
http://uploading.com/files/2YPR9CSR/DUNE_BUILDINGS_PROMOTIONS.zip.html
screenshots
http://i6.photobucket.com/albums/y248/community4art/5.jpg
http://i6.photobucket.com/albums/y248/community4art/4.jpg
http://i6.photobucket.com/albums/y248/community4art/3-1.jpg
EDIT: Keldath, ignore the PM I sent you. I fixed a couple minor things I didn't notice- I had an appointment and i was in huge rush, sorry for this. ABOVE IS THE NEW FILE.
OK, here are a few minor things you might want to take note of:
-A minor error screen appears that the stillsuit promotion is labeled incorrectly, i have no idea what that is about. But mind you it is the only error that pops up.
-Thumper promotion is supposed to make a unit immune to worm-strikes and make no sound (only available to infantry).
For now I just made it give +1 movement, if it is too hard/impossible to program it to do its intended function then just leave it with the +1 movement.
-And lastly, the entertainment wonders should be giving you hit movies, musicals, etc. Instead it gives you free spice and water. You will have to fix this.
-----------------
Keldath, where is that new version of dune wars I've been asking for?
keldath Apr 27, 2009, 03:33 PM Phoenician!
awesome !!!!
saw the pm first...
i will make the models of the buildings,
1. dont worry ill fix the error
2. no worries i havnt added melinkos sound mod yet, cause im waiting for him to send me the worm effect, i think hes away for personal issues for now.
3. i created 5 bonuses that can only be given through certain buildings, mainly i intended to give them through improting buildings like space port,
i will assign those bonuses to the buildings that is most suitible.
****
you outdid your self,
excellnt work.
just for your own knowldge - that why you got the stillsuit error:
you did <FreePromotion>stillsuits</FreePromotion> and it suppose to be <FreePromotion>PROMOTION_WOODSMAN1</FreePromotion>.
so everything is good.
you saved me alot of work brow.
tell me if you want to do somthing else or for the time being, rest a litlle :))
Phoenician Apr 27, 2009, 03:37 PM Phoenician!
tell me if you want to do somthing else or for the time being, rest a litlle :))
Keldath, would you mind if I edited the image for the opening screen menu. I can fix it up on photoshop, it looks really saturated and pasty. send me the image and I fix it for you-better contrast, illumination, and sharpness. I can fix it good.
I'll do that. and then I make some art for loading screen, advancing eras, etc.
keldath Apr 27, 2009, 04:03 PM sure thing buddy,
if you wish, feel free to do another menu that you think is more suitable,
perhaps if you have another interesting photo,
also,
if you can, it would be nice if you can change - "by keldath",
to "by keldath and friends" and in a reduce it size a bit more.
i noticed that some of the buildings are replacing others,
i need to make some you made as uniqe i guess ill use the list you wrote in the earlier pages currect?
Phoenician Apr 27, 2009, 04:09 PM sure thing buddy,
if you wish, feel free to do another menu that you think is more suitable,
perhaps if you have another interesting photo,
also,
if you can, it would be nice if you can change - "by keldath",
to "by keldath and friends" and in a reduce it size a bit more.
i noticed that some of the buildings are replacing others,
i need to make some you made as uniqe i guess ill use the list you wrote in the earlier pages currect?
yes refer to the previous pages. all the unique buildings give very strong bonuses so you don't want to make that into a regular building!
Everything you need is on the previous page.
I will make a few images for the opening menu, you choose which one you want.
EDIT:
I have a question. How much distortion do the images for loading screen/main menu/advanced age images have to be?
25% condensed or stretched from the sides? because it looks that way on the image you sent me.
Ajidica Apr 27, 2009, 04:15 PM I think its 25%, same as all other images.
Phoenician Apr 27, 2009, 04:16 PM I think its 25%, same as all other images.
just like leaderheads, right? ok, I understand. Thank you.
keldath Apr 27, 2009, 04:18 PM ...mmm choosing is hard.....especially with your art skills...hehe
well, for the current menu, i used revdcm opening menu, so i guess its a standard,
its the first opening menu i ever created, so,
if you want to know more about the image proportions, i suggest check out other mod menus,
but i think mine wi surfice for you. :)
Ajidica Apr 27, 2009, 08:38 PM I think what would work well as a opening menu is either a shot of Arrakis from space, the Residency at Arrakeen, or simply a shot of the open dunes with Fremen. (Worm optional). Or you can do whatever you think would work best.
Phoenician Apr 27, 2009, 10:32 PM OK Kaldath, pick one for menu art.
Whatever you don't pick use it as loading/civopedia/advisor backdrops.
I'll make some art for era advancement later.
they converted as dds files, they are stretched 25% wide. here:
http://uploading.com/files/PXMEAWC6/MENU_ART_DUNE.zip.html
http://i6.photobucket.com/albums/y248/community4art/DUNE_MENU_ART1.jpg
http://i6.photobucket.com/albums/y248/community4art/DUNE_MENU_ART2.jpg
http://i6.photobucket.com/albums/y248/community4art/DUNE_MENU_ART3.jpg
And for spiritual victory...it would be great to see this pop up:
http://i6.photobucket.com/albums/y248/community4art/SPIRITUAL_VICTORY_ART.jpg
keldath Apr 27, 2009, 11:47 PM oh mannnn....
now i have to choose........my god! the humanity!
i think screen num2 is the best, its beutyful, thats the one!
the second is cool too - although the dune is a bit blurry,
again...great work brow.
Phoenician Apr 28, 2009, 10:33 AM oh mannnn....
now i have to choose........my god! the humanity!
i think screen num2 is the best, its beutyful, thats the one!
the second is cool too - although the dune is a bit blurry,
again...great work brow.
ok, #2 and #3 was blurry. I fixed it:
Download edited images dds/stretched here:
http://uploading.com/files/19NVFQXG/MENU_ART_DUNE.zip.html
this is how they look now:
http://i6.photobucket.com/albums/y248/community4art/DUNE_MENU_ART3-1.jpg
http://i6.photobucket.com/albums/y248/community4art/DUNE_MENU_ART2-1.jpg
btw, if there is anything I can do let me know. No buttons though. I have XML understood now, so anything XML is good for me.
Also I played a quick game on marathon speed on the older version you gave me, the techs were way too cheap. I advanced an age before I finished training any soldiers. Could you send me the latest version of Dune Wars please, this is second time I am asking.
Ajidica Apr 28, 2009, 04:09 PM I agree, the second one looks best, although if you have the new dune, you might want to use one of their worm shots as a base as it is a bit more 'vibrant'. I do love the religous victory one, god is definatly on your side. However for the first one, worm vs Sardaukar, no chance for the sardaukar.
Phoenician Apr 28, 2009, 04:21 PM I agree, the second one looks best, although if you have the new dune, you might want to use one of their worm shots as a base as it is a bit more 'vibrant'. I do love the religous victory one, god is definatly on your side. However for the first one, worm vs Sardaukar, no chance for the sardaukar.
naw, the worms in the dune miniseries look ultra-fake. I'm not only a Dune fan, but I'm just as equally a David Lynch fan. I have all his films on DVD and some of the soundtracks. I really hated the Dune miniseries, children of dune was "ok", but for the most part it was crappy acting, super-ridiculous costumes, and unimaginative/bad CGI.
This worm looks real and actually looks like a sandworm should. The miniseries sandworm looks like vomit on a phallic object lol.
by the way, most people prefer the Lynch version over the mini-series by a long shot, especially people who read the book/s.
See for yourself on netflix.
I know that the miniseries tried to stay true to the book, but the Lynch version captured the essence of Dune and had Frank Herbert's approval-and it is fairly accurate to the book.
keldath Apr 28, 2009, 06:40 PM thanks p.
great work.
i also prefer by far the lynch version, much better the the ridicules miniseries,
indeed lynch captured the dune essence ,
lets hope the 2010 dune will be awesome.
gnite y'all.
Ajidica Apr 28, 2009, 07:18 PM I prefer the new Dune as it is:
a)The first one I saw, so I will always be equating the characters with what I remember from that film, plus William Hurt does a great job as Leto
b)The Baron is much better, always how I envisioned him, bit of a cross between Saruman a sadist, the old one was just too over the top.
c)As to the costumes, I prefer them over the old one too, you have to love their really out their headdresses. Remember, at absolute minimum, the book takes place 10,000 years from now, and more like 20,000 as the Butlerian Jihad has to take place. Fasion changes, just look back a couple hundred years even. Also, the new Mohiam looks cooler than the bald one.
d)As to the plot, the old one did simplfy it, as in 'I am Stilgar, leader of the Fremen, we now accept you as our Muad'dib.) Plus the new one has more of a focus on Irulan and I actualy like the person who plays IRulan.
e)The animation is cheesier, but the colors are much more vibrant, not as subdued. Remember, they were also acting on a tighter budget. Lastly, I saw the movie either right around or before I had actualy read Dune (I read the prequels before Dune) so my view of Dune is heavily biased to the new Dune.
EDIT: Oops, I didn't intend for it to end up this long.
As to the 2010 Dune, lets hope the Director takes lessons from both Dunes and doesn't turn it into a version of the Eragon movie. (The book was above average fantasy, but the movie was designed with the sole purpose to sell video games)
Phoenician Apr 28, 2009, 08:27 PM Your a purist, you like accuracy. And I can understand how some people can be turned off by Lynch's weirdness style called "Lynchian". Dune 84' is very Lynchian.
Dune 84' is either a movie you love or hate. I know this from experience from recommending this to friends over the years.
Although, the new series, while it tries to stay true to the book makes wild turns at the most obvious things. Like why is Paul Atreides in the miniseries a spoiled brat? In the book he was a highly disciplined, respectful young man-just like in the Dune 84'.
In the book, the Baron is how I visioned him in Dune 84', really gross, fat and ruthless. The miniseries Baron was just an overweight guy whose death scene was amongst the most horrid acting scenes I have ever seen. If we look at little things like Alia, the 84' version was much more of an abomination as portrayed in the book-she even had a lisped as described in the book. The miniseries Dune Alia acts like a regular child.
Dune 84' captured the essence and overall much more faithful to the book even though the mini-series claims to be faithful.
As to the future Dune film, I hope my prediction is wrong, but I am gonna guess that it will stink, stink badly. David Lynch is hard competition to beat.
But anyway I hope this MOD get's finished soon, I'm going to Turkey in about a month and a half from now. I understand we have to do extensive testing and all, and I will be a tester for sure. But I hope we can at least get to the testing stage before I leave to Turkey, I want to play this MOD so badly.
Ajidica Apr 28, 2009, 09:07 PM Meh, the acting wasnt bad, both movies played to their strenghts. With the exception of the Harkonnens and the bald Bene Gesserit, I loved the atmosphere of Lynch Dune. Regardless, debating the pros and cons of each movie will get us nowhere. (Still, Fremen with guns?) Keldath, I seem to recal somewhere you said that you would like Heros in the mod, if not they would be an excellent addition. Examples.
Corrino:
Princess Irulan: visible spy that when in a opposing capital over time you get better relations with them.
Count Hasimir Fenring: Spy that can temporarily throw a city into anarchy or a loki like mechanic from FfH
Atreides: (They will have alot)
Gurney Hallak: Spy/warrior hybrid that can give a promo 'Inspired/Morale' that is removed after combat.
Thufir Hawat: extra visibility able to reveal all invisible
Duncan Idaho: excellent close-combat warrior that can train units. (In the book, IIRC he killed 19 Sardaukar, which is impressive when on average a Sardaukar was worth 3 normal soldiers.
The Lady Jessica: Can be sacked to make a building which occasionaly spawns low ranking bene gesserit sisters and gives a bonus to any heros or limited units trained in said city.
Harkonnens:
Piter deVries: excellent spy that can assasinate heros and cause rebellions
Feyd-Rautha: I really dont know.
Glossu Rabban: auto-creates a building in the city he is in. 'Brutal', -x food, -x happines and health, +x spice. (The baron told him to completly squeeze Dune)
Fremen:
Stilgar: dont really know, but if killed, fremen loose traits.
Othym: FfH like 'recruit' ability
Farouk: excellent close-combat fighter
Any other well known fedaykin?
Jihad Fremen:
St. Alia of the Knife: inspires populance
Korba the Panygyrist: +happines in a city
Any other important ones?
All the rest I don't know enough about.
Out of curiosity, where in turkey are you going? I've always wanted to visit Istanbul.
Phoenician Apr 28, 2009, 09:44 PM Out of curiosity, where in turkey are you going? I've always wanted to visit Istanbul.
I'm going all over the country. I'll be there for almost a whole month.
keldath Apr 29, 2009, 01:52 AM hey guys,
well,
as for the miniseries, basicly i enjoyed watching it, but, i cuoldnt stand the louasy setting, the
whole thing was done in studios, the running scenes looked like crap, the desert in the back of the actors looked like a 12 year ol girl made the movie, it pissed me of alot,
sure the acting wasnt that bad, the baron was good, even alec ginnes did a convincing muadib i think.
the thing that i hated the most, that in the end - it didnt rain, and paul didnt use just hes voice to blow up fades organs.
i can see the lynch one 100 times and each time understand somthing new :).
heroes:
yes ive thought about this, i will make hero units cuase i like this idea, but, it will be probably be at a later stage.
i cant say we'll finish the mod in a month, i have alook of university crap coming,
but, ill do my best,
theere wont be a reall need for testing, im testing the game with autoai, when finished ill do some games wit it and release, the feedback we get from people will be for the next version.
the mod is greatly based on my overlord mod files, so, its pretty much stable.
turkey...
up until a few month, israelis roamed all around turkey,
khemer, marmaris are excellent places, its a beutyfull country, but be alert and never sleep on your guard, things happened before, ill remind you its the middle east :((.
Phoenician Apr 29, 2009, 11:46 AM keldath, you have anything for me to do?
when can i get the latest version of the game?
keldath Apr 29, 2009, 01:00 PM hey p,
well,
theres plenty to do,
depends what you wish to do,
you have bsicly covered the art work for the time being,
later , i might want you to recreate the terrain, its just changing a dds file, say change a brown color to green ..., but ill think ill wait with this,
if you want, you can do more xml - maybe create more new buildings , try to fill up the tech with more buildings - how about that?
Ajidica Apr 29, 2009, 03:40 PM Keldath, the new one does follow the book more closely. In the book, it only started raining in a later book, besides, if it were to rain, the spice cycle would stop as the worms would be killed, and the worms are need for the spice. We still have to remember, smaller budget. (I also don't know if the budgets on wikipedia take into account inflation)
If you have dled my diplotracks, and if you want, I can start work on the full soundtrack. I'll include all of the tracks except for the ones that don't fit. (The electric guitar Lynch Dune and the ones where people are speaking.)
Phoneican, good luck in Turkey.
Phoenician Apr 29, 2009, 06:16 PM Keldath, the new one does follow the book more closely. In the book, it only started raining in a later book, besides, if it were to rain, the spice cycle would stop as the worms would be killed, and the worms are need for the spice. We still have to remember, smaller budget. (I also don't know if the budgets on wikipedia take into account inflation)
If you have dled my diplotracks, and if you want, I can start work on the full soundtrack. I'll include all of the tracks except for the ones that don't fit. (The electric guitar Lynch Dune and the ones where people are speaking.)
Phoneican, good luck in Turkey.
OMG NOOOOO. I love the electric guitar song!!! Leave it in!!
@Keldath, I'll work on terrain features. A lot of things seem out of wack. If I can think of any buildings-it might be a handful of buildings for very late in the game. Ill have to refer to my book and think about it for awhile. So it is Dune -accurate and is balanced.
I would recommend changing the name of gold to "Solaris". Solaris is the currency in the Dune universe.
No need to change the name of commerce though.
If you need ideas for resources, according to the book, these resources exist on Arrakis:
Saguaro
Incense Bush
Burro Bush
Date Palm
Sand Verbena
Evening Primrose
Barrel Cactus
Smoke Tree
Creosote Bush
These animals are found on Arrakis:
Desert Hawk
Kit Fox
Kangaroo Mouse
Imports to Arrakis from other planets:
Donkeys
Horses
Cows
Lumber
Dung
Shark
Whale Fur
Pundi Rice
Ecaz Art
Machines from Richese and Ix
Ajidica Apr 29, 2009, 08:22 PM I agree the electric guitar songs are awsome, but they really date the movie. They also don't fit quite as well. However, since we both apparently love them, they will be in as the victory and defeat song. (Desert as victory and hand as defeat.)
The imported donkeys are called kulons, sligs would also work as a food. Apparently they are a delicacy but the Tleilaxu never eat them. Sort of like their eyes. I'm also not sure about including lumber, wouldn't plazsteel and plazcrete work better, as I don't recall any mention of lumber in the books besides a few pieces of off planet art.
Theres also poverty grass and oranges/portyguls found in fremen ecological stations. Im thinking that alot of the resources (especialy for the Houses) should be buildings as they are importing stuff.
keldath Apr 30, 2009, 10:28 AM Ajidica,
humm well if your up to it..you are welcomed to do the sound track,
and by the way, i like the speach parts, like you did with the harkkonens.
Phoenician,
well if you wanna work on the terrian, you can use the files ive sent you, just go to the art of the terrain and change the dds files.
yes i agree, i was intending to change the gold to solaris, i played dune 2 alot when i was younger.
the names for resources are excellnt! thanks, although i already filled this part, but im gonna chnage those according to your suggestions, cause some of what ive made are just some words from dune .....
as for imports ill use some too.
Ajidica,
i used "slig" as a type of resourxe, dont remmber which right now.
i didnt know it only rained later in arrakis,
i read that dune becomes a rich plant planet after the worms are gone, thats all.
still, the effect of paul blusting fades internal organs without the wheirdling module added to the messiah role and the feeling of the ending scene, made paul more then just a man in the right place like the paul in the minisereis.
**
its the weekend! finally ill do some modding a bit.
Phoenician Apr 30, 2009, 02:17 PM Keldath, could you send me a copy of the terrains folder for Dune Wars, I screwed up and the game crashes and i accidently saved the files into my backup folder.
Or better yet, just send me the whole version of the latest Dune Wars. I cant do anything now because my Dune Wars is basically broken.
Ajidica Apr 30, 2009, 03:31 PM I'll do the soundtrack later. I have the AP National Exams coming up on the 8th and I have a research paper to write due in a few weeks. If I have time I'll start converting it.
As to correct a few things that the movie got wrong, I'm putting it in spoilers.
1. It raines at the end of Dune Messiah when Paul looses his sight.
2. Paul kills Feyd normaly, he refuses to use the Bene Gesserit word that would freeze his body.
2 1/2. Fenring actualy was able to kill Paul when he beat Feyd, but he refused to follow shaddams order.
EDIT: As to the Harkonnen speach parts, all I did was keep the track as it was. I wont be including the track in the soundtrack with the barons voice as it is a bit jarring.
CivalGanjaman Apr 30, 2009, 07:00 PM Hi guys just wondering what you guys use to edit XML? Im looking to write some programs to help out but there could already be some for almost everything so if there's anything XML wise that feels like it can be automated that isnt then let me know?
sorry to hijack just looking for a still in development XML stage mod to ask :)
Ajidica Apr 30, 2009, 08:16 PM Well, using notepad works well for basic stuff, some people use Notepad++, XML Marker, or XML Spy.
keldath Apr 30, 2009, 10:38 PM Phoenician,
sure ill send you tommorow the latest.
Ajidica,
study hard...i know civ can be a factor sometimes thats draw you in instead of learning :)
thanks for the spoilers, i wasnt aware, i will read the books in the near future.
CivalGanjaman,
well, i use winmerge, many modders here use it, its really comfortable, and its free.
keldath May 01, 2009, 07:53 AM hey guys,
happy to report i finished editing the resources and improvment values,
except a model for fort,goodyhut and village to town models, all values, techs and attributes are complete.
m headed on to the buildings now.
******
well,
no dougt, Phoenician did a hell of a job with the buildings,
ive finished assigning 2 uniqe buildings for all of the houses,
now im positioning all the buildings across the tech tree,
then manage the values of the untouched buildings and connect some bonuses with buildings.
after that, im doing the religions and corporations.
we now really have more then half of a mod people, sooon enough version 1 will be released to the world.
Phoenician May 01, 2009, 01:56 PM Where has Melinko gone?
Did he finish all the worm stuff?
We can't have a Dune mod without worm stuff, it would be make no sense.
keldath May 01, 2009, 02:02 PM Phoenician,
yeah, i dunno why he vanished,
i saw a post by him recently ,
also i sent him today a pm, no reply....
perhaps he doesnt like me...or dune anymore......
Phoenician May 01, 2009, 02:16 PM Phoenician,
yeah, i dunno why he vanished,
i saw a post by him recently ,
also i sent him today a pm, no reply....
perhaps he doesnt like me...or dune anymore......
well we have to assume at this point that he ditched the project.
We'll have to take what work he has done and give it to someone else to finish.
What has he not given you? What do we have from him?
Maybe The J can finish it for us? Maybe I can?
I thought he finished all the sound design and worms.
keldath May 01, 2009, 02:36 PM hummm....
well,
i rather not assume that he left just yet,
for now, we will keep working according to plan,
we have much to do besides the worm,
he has done the modcomp that adds sound level to units, but without the worm event it has no purpose.
im sure that as we go along and when we will have the entire mod ready to be released - by finished i mean xml, art, structure, im 100% certain that people here will give us help, plenty of modders here that can give a hand, im not worried,
i would not have started this mod if i had any doubt that i can create a total conversion mod with the skills i have all by myself,
i can always make a barbarian unit or an animal unit as a worm, dont worry,
either way, this mod will be a really good one.
oh, one more thing,
look at the files i sent you, as you can see i used the opening art you made,
just one thing though, the title: by keldath and friends is hidden/blurry due to the interface, perhaps you can make the black stripes a bit more higher so the title will be seen better :)
Phoenician May 01, 2009, 03:16 PM oh, one more thing,
look at the files i sent you, as you can see i used the opening art you made,
just one thing though, the title: by keldath and friends is hidden/blurry due to the interface, perhaps you can make the black stripes a bit more higher so the title will be seen better :)
alright, here you go:
http://uploading.com/files/08QS2391/MENU_ART_DUNE.zip.html
keldath May 01, 2009, 05:57 PM thanks buddy,
i think im gonna make some changes to terrain function,
its somthing i tried to avoid, but if ,elinko wont be back, to create a code for areal transports,
ill have to remove the sand see ocean terrain like, and make the whole terrain a bit different - basicly like the terrain function on mars now mod - there - the entire map is land.
its still cool, but i prefered a sea like terrain, oh well...
and by doing that, ill need your help to decorate the terrain a bit nicer :)
Phoenician May 01, 2009, 09:00 PM OK, I made 7 new buildings. They are expensive, require late techs, and most of them require late building prerequisite. Keldath, they are all communication satelite (broadcast tower) building class. Your going to have to make building classes for them.
I also made pedia entries for them.
Download building infos here:
http://uploading.com/files/T7FBTX69/New_Buildings.zip.html
Download Buttons-DDS files here:
http://uploading.com/files/AU2ZDMDM/Icons_New_buildings.zip.html
New Buildings:
------------------------------------------
http://i6.photobucket.com/albums/y248/community4art/CHOAM_Commerce_Exchange.jpg
CHOAM Commerce Exchange -600:hammers:
+15%:gold:
can turn 1 citizen into merchant
Requires Folding Space, Bank
-----------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Spotter_Control.jpg
Spotter Control - 600:hammers:
+15%:gold:
can turn 1 citizen into merchant
Requires Probes, Spice Refinery
-----------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Poison_Snoopers.jpg
Poison Snoopers - 600:hammers:
+2:health:
Requires New Thinking Machines, Hospital
----------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Baraka_Monastery.jpg
Baraka Monastery - 600:hammers:
+2:)
Requires Baraka
---------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Command_Post.jpg
Command Post - 600:hammers:
+1 trade route
+4 air unit capacity
Requires Stealth Tactics, Airfield
---------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Ecology_Research_Center.jpg
Ecology Research Center - 600:hammers:
+25%:science:
can turn 1 citizen into scientist
Requires Atomics, Laboratory
---------------------------------------
http://i6.photobucket.com/albums/y248/community4art/Minimic_Station.jpg
Minimic Station - 600:hammers:
+15%:espionage:
can turn 1 citizen into spy
Requires Tchyon Net, Intelligence Agency
------------------------------------------
OK, I go work on terrain now. Keldath give me something to do after I finish terrain.
BTW, please don't get rid of sandsea, keldath, it looks really cool and I don't like pangea type maps. Do whatever it takes to keep the sandsea.
keldath May 02, 2009, 03:01 AM awesome!
you rock man,totally man.
somthing to do after the terrain? hummm....
well, if youll take alook at the resources, youll see 5-6 resources that they are imported,
my intention is to make for each of them a building that provides them - after you build space port - you can build for say - refined water convoy building or another name,
this buildings will be world wonders that lets say only 5 can be build in a game, so not every civilization wil be able to get those and trade will be needed - also each civ will be able to build up to 2 of this buildings.
after that - i think we are done with the buildings.
keep the sand see..........hummmm......i really really want too,
theres one option for now....
to disable the units that can move on all terrain, and change the unit movement into the regular one - unit types that can only move on land, and unit types that can only move on sand sea.
hornets offcourse still will be able to move across sand see.
by the way, its no so horrible buddy,
though the whole terrain will be land in my other option, but i increased the level of desert terrain, and i willl make that cities cannot be founded on it, as well as certain units can get in, but, ill work with the sand sea for now....i cant dissapoint you my dear pheonician.
Phoenician May 02, 2009, 01:45 PM hmmmm, about resource wonders. I'm going to leave that for you to do. I have no idea what the benefits and balance of these resources are. I'm gonna work on terrain and probably take a break after that.
I'm getting sick and tired of working on buildings at this point.
Isn't this mod basically finished? we have units, we have the buildings, I'll finish the terrain, we have techs. It seems like all there is left to do is buttons and worm stuff.
keldath May 02, 2009, 02:21 PM youre getting sick...hummm..ok....
i wish it was finished....
this is what i have to do:
religion:
7 new religion - for each - buildings and missionaries
corporations :
7 new + buildings
edit the fonts files and add the icons from gods'.
great people:
change names and icons
update revdcm 1.02
update another 2modcomps
do a complete redone of the event files - tons of work.
balance the improvements and bonuses.
optimize the buildings.
optimize the speeds.
do pedia entries for each of the civs
do diplomatic text.
choose models for buildns and setting them
chage and add civics.
do the buttons for each unit, buildings and so on.
we are far fom finishing my dear pheonician,
a total conversion of a mod for just 1.5 people is alot of work,
i cant tell when ill finish, i have alot on my real life, so it might take a month, might take 3.
it took me 2 years to make overlord2 mod and get it to where it is today.
one thing i can promise,
ill finish this mod, even if it will take me 6 month, civ4 is my passion of gaming,
you contributed alot, i appriciate this more then you think,
but, in order to make this mod first version a complete mod, i have to finish all the above,
many mods are relaesed only half done, and with many errors,
i am not6 one of those,
ill release only a 99% mod that has stability and an optimal gameplay.
:)
Ajidica May 02, 2009, 02:42 PM I'm still here, even though I'm not doing much. Main reason is that I'm working on my own mod, but I can still help.
Phoenician May 02, 2009, 03:33 PM Keldath, I'll do event files if you want. Where do I find it?
Ajidica May 02, 2009, 03:45 PM Events are handled through Event Infos and event triggers. Events are a pain as quite a few of them require some sort of python to work. Civics and promotions are relativly easy.
keldath May 02, 2009, 04:07 PM Ajidica,
thanks buddy.
Phoenician,
you can find the events under the xml folder and events folder, 2 event files to be tamper with,
i dont intend now to add new events so no python work is needed, just need to chaneg their outcome and link them to unit classes resources and buildings,
compare the files to the bts vanilla and youll see what i had to change for npow,
for instance,
i chane the improvment farm - to irrigation,
so i had to delete the reference to farm for now, all that is needed is to add new reffernce to irrigation growth and green house so they will get the bonus,
this goes for the units, say theres an event that gives promotion to a certain unit class - it is needed to choose the unit class - to put for say th mhola class (maula...).
i think it should be easier then the buildings.
also you need to name events and maybe a small description.
as ususal , anything you can do is fine by me, also, if you want a break, i totally understand, everything youve done is beyond my wildest expectations brother.
Ajidica,
perhaps you can do the civics for us?....:)))
thanks guys for the help,
i now in discussions with johny smith to merge in woc lite revdcm.
also im testing the game stability, i have a ctd in late game stages, but a load game can get passed itm maybe its linked with revdcm componants.
Melinko May 02, 2009, 05:15 PM well we have to assume at this point that he ditched the project.
We'll have to take what work he has done and give it to someone else to finish.
What has he not given you? What do we have from him?
Maybe The J can finish it for us? Maybe I can?
I thought he finished all the sound design and worms.
No, I have not got tired with dune nor have I ditched the project. But that is a good point you make as other then sound no-one really has the work I have done. Also yes I have finished the sound, and the worms.. there is a slight text display glitch I am slowly tracking down, but that is something else.
I will get the worm code to Keldath so no worries, and should be back.. well I should be back :) And will continue where I left off if no-one else picks anything up by then.
keldath May 02, 2009, 05:48 PM yeah!!
melinko is here to save the day!
Phoenician May 02, 2009, 06:11 PM Great to see Melinko alive and kicking. Good to see you finished the worms and sounds.
OK, I finished Terrain, download here:
http://uploading.com/files/DZ535FCI/TERRAIN.zip.html
I basically did some surgical changes, not that much really.
1. I changed rivers to look like moisturized sand or quick sand.
2. I recolored and reblended ice, ice blends, and tundra, and tundra blends.
It all looks smooth. Keldath, I would recommend replacing the mushrooms with orange-brown bushes. They are supposed to be spice plants right? But they just look like giant mushrooms.
This is change to rivers:
http://i6.photobucket.com/albums/y248/community4art/terrain.jpg
This is change to ICE/TUNDRA:
http://i6.photobucket.com/albums/y248/community4art/terrain2.jpg
I'll get to work on events later.
Keldath, I hope you didn't forget about the spiritual victory along with the seven holy shrines.
Ajidica May 02, 2009, 07:04 PM Keldath, you do know that you can set a terrain to be water without using the water graphics IIRC. The water graphics just don't look right.
The_J May 02, 2009, 07:21 PM How do you do that?
Only through the bWater xml tag?
Would be nice to know, because i also have the idea of using this mechanics.
Ajidica May 02, 2009, 07:24 PM As far as I can tell, yes. Art has no effect on the game as far as I can tell, so it should work.Only problem would be distinguishing between the terrain.
The_J May 02, 2009, 08:16 PM Ah, thanks :), i'll try some things with this next weekend.
keldath May 02, 2009, 11:49 PM Phoenician,
beutyfull work!
i totally agree with the mushrooms, the only problem is, that i dont have another model for a suitible trees........
maybe you can track a suitible model and color it? in the resources that ive added theres a red plant - maybe we can use this?
dont worry, i already added the 7 temples,
i also changed apollo program to "prophacy of the mahdi" as a preqeq project to the 7 temples :) its ok right?
by the way, dont you think that the ice should be more brownish?
Ajidica, The_J,
yap i know, i basicly tried every combination there is,
it does look nicer when i use the bwater tag,
the_j, you can use that too, its better then the work i did to color the ocean....
pheonician,
how about it? can you make 2 desert terrain that will replace the current sand sea?
it would look alot better then the current - which you can see squares on squares on squares,
one terrain is deep desert the other is bad land, its need to be bright sandi color.
have a good week guys.
johny smith May 03, 2009, 09:32 AM I sent keldath a merge with the WoC Lite. And put in the Final Frontier theme. I figure you guys will like it, but if you hate it let me know. Can do some more alterations to it in the future much more easily because the WoC has modular themes.
As for religions, corporations, and resources I can give those overhaul but I would like to get some more input of what things should look like.
I need some links for info on what in general would dune religions, corporations, and resources would look like.
And again if you hate the changes please let me know.
keldath May 03, 2009, 11:07 AM hey johny,
theres a religion list on page 2 post 24,
check it out, this is what i wanna use basically.
thanks!
Phoenician May 03, 2009, 11:56 AM Phoenician,
beutyfull work!
i totally agree with the mushrooms, the only problem is, that i dont have another model for a suitible trees........
maybe you can track a suitible model and color it? in the resources that ive added theres a red plant - maybe we can use this?
dont worry, i already added the 7 temples,
i also changed apollo program to "prophacy of the mahdi" as a preqeq project to the 7 temples :) its ok right?
by the way, dont you think that the ice should be more brownish?
Ajidica, The_J,
yap i know, i basicly tried every combination there is,
it does look nicer when i use the bwater tag,
the_j, you can use that too, its better then the work i did to color the ocean....
pheonician,
how about it? can you make 2 desert terrain that will replace the current sand sea?
it would look alot better then the current - which you can see squares on squares on squares,
one terrain is deep desert the other is bad land, its need to be bright sandi color.
have a good week guys.
If you don't like the sandy ice, then change it back to what you had before, But imo it makes the map look more desert like.
I really like the sand sea as it looks now, I completely disagree with Ajidica, I think the sand sea looks fantastic. And just use a bush to replace the mushrooms.
keldath May 03, 2009, 12:12 PM really? you think its fantastic?
how nice:)
ok then ill leave it, but perhaps you can smooth it a bit more?
its fine i like the ice,
the tundra is a really nice graphics, but, maybe you can change it shade a bit? its color is very similar to desert, might be abit confusing.
what do you think of using woc as a basis for the mod?
and the final frontier interface colors?
johny smith did a conversion of the current dune wars to woc + ff interface, it look really nice, but, i think a more sandi interface is needed, perhaps someone can help us with this.
Ajidica May 03, 2009, 12:25 PM We can use a modified desert to serve as the sea terrain. Currently it looks flat and too muddy. There is no open water on Dune! Why should sand look muddy?
keldath May 03, 2009, 12:37 PM dont worry guys,
ill made a two or three terrains sets so each can play with what he likes.
Phoenician,
what bush should i use instead of the mushrooms??
Ajidica May 03, 2009, 12:52 PM Mushrooms is the spice plant, right? IIRC, the closest thing to a spice plant are the tubers found near the northern lattitudes around Arakeen and Carthag. Spice is produced between an interaction between the Shai-Hulud (makers) and the little makers. I can't really explain the whole cycle as that sort of ruins the book. Best thing to do would be to use the reskinned oil that GarretSidzaka made a while ago.
keldath May 03, 2009, 12:57 PM humm...im using the reskinned oil as spice...
well ill try to look for some model that will be tubers.
Phoenician May 03, 2009, 01:04 PM I would use any bush you could find. I remember seeing a bush like thing in the resources, maybe use that and replace it with something else.
The tundra looks different from the desert terrain, I would leave it.
I tried to make the grass plains to be more desert color, but every time I tried it wouldn't blend well with the other terrain.
Leave the sand-sea alone. It looks great.
Ajidica May 03, 2009, 01:21 PM The sand sea just looks bleh and muddy. I'll see if I can track down some pictures of sand dunes to try and make some photo-realistic sand dunes. Currently the sand sea just looks fake.
EDIT:Then again, it really isnt that important. I can always switch the terrain later, and it doesnt effect the gameplay one way or another.
johny smith May 03, 2009, 03:27 PM Ok before I go crazy with this idea. I would like to know if there is any interest. I made a lot of religion icons in Rapture. And read a lot of religious stuff on symbols in the past.
Well anyway since Dune has the combined religions I was thinking of making combined real religious symbols.
Why. I thought this could be used for mods as well.
Well if the idea is hated tell me please. Here is just one I tried for Zensufism. Zen has usually black and white colors and the circle is popular. Sufism has a heart symbol very often. This is the actual size in game. So this is how it would look. But of course without the white background.
Tell me if it sucks please.
Phoenician May 03, 2009, 03:53 PM I prefer the Gods of Old icons. For example there's an icon that looks like water and another that looks like a moon. Very very Dune-esque.
johny smith May 03, 2009, 03:56 PM I may try one more thing then to make it look like Gods of Old symbols but with the newer stuff engraved in the block.
johny smith May 03, 2009, 04:50 PM How about something like this?
keldath May 03, 2009, 04:58 PM ah nice johny - this i a style i like.
dont worry guys about the terrain, ill make a few packs of terrians - everyone will get to play whatever he prefers :)
Ajidica May 03, 2009, 05:02 PM Looks nice, a tad dark though.
johny smith May 03, 2009, 05:07 PM Ok I have 2 different color changes for the WoC Lite theme.
I tried to brighten the theme up, but this is my first time with adjusting theme colors.
Well anyway tell me what you think if you got the WoC Lite version.
Oh and on the buttons I can work on them more. But it is good to know you like the style. I will have a whole bunch options for you guys in this style.
The_J May 03, 2009, 05:41 PM Phoenician,
beutyfull work!
i totally agree with the mushrooms, the only problem is, that i dont have another model for a suitible trees........
maybe you can track a suitible model and color it? in the resources that ive added theres a red plant - maybe we can use this?
I could look again at Morrowind, there are several plants in the game, maybe one fits.
Ajidica, The_J,
yap i know, i basicly tried every combination there is,
it does look nicer when i use the bwater tag,
the_j, you can use that too, its better then the work i did to color the ocean....
Thanks, would be nice :).
How about something like this?
Looks nice :).
Phoenician May 03, 2009, 05:59 PM Keldath, I have a request. I was looking at units in the latest dune wars you sent me.
Light Thopters seem to be available at late renaissance, can you make light thopters at around the same time as light hornets?
also I don't know if you made any changes in this, but when I played the older version the techs were way too cheap.
johny smith May 03, 2009, 06:52 PM Well I whipped this up fast let me know I can do some more adjustments if needed.
Ajidica May 03, 2009, 06:53 PM Nice job. They look good.
johny smith May 03, 2009, 07:09 PM Here are the buttons if anyone wants to try them.
I will work on the Gamefont if everyone agrees to them.
Phoenician May 03, 2009, 09:54 PM Johny we need a lot of things done. Good to see you helping us.
I love the icons!
You will probably have to make religious buildings for those icons, i.e. like pasting your icons onto Gods of Old temples/monasteries, etc.
You seem eager to help us, and that is good. Keldath is working his butt off, I'm doing as much as I can but its not enough. I designed all the buttons for the buildings, perhaps you can do icons for the military units and apply all the buttons made into format. It will save Keldath a lot of time. See Keldath. Yeah, go ahead and work on gamefonts if you want, no one is stopping you.
Also if you want to do the terrain, go for it. You can delete any work I did and I won't get offended. You seem skilled on game graphics, I'm not a graphics guy, I'm a painter (fine-arts) trying to do graphics lol.
btw, you are quite the skilled artist. Are you using photoshop to make those icons?
keldath May 03, 2009, 11:50 PM hey guys,
johny, beautyfull buttons!
i really like the style!!
thasnk for the themes ill check it out when ill get back from work.
Phoenician,
yeah dont worry about the techs, its a speed issue,
it will be taken care of later.
in the next few days ill do the religions,
i stumbled on a ctd in a very late stage of the game and i cant tell why, but, when you load, its ok, i hope its somthing to do with the autoai.
johny smith May 04, 2009, 03:25 AM I have a fair amount experience in photoshop. I have something that you guys might like to have for buttons. I made this a while back. It is a photoshop file though. The idea is you drop in whatever you want for a button under the border. Then flatten the image and save it and your done. I think it actually looks better than the default borders.
But anyway if you guys want some different style to the buttons for entire mod I could whip up a button automater of sorts. So we could go through each button fairly quickly. I will check out the buttons a little more.
The terrain is not bad at all. Sure probably it could always be improved, but I would not worry with so much if I were you guys. It looks very good. Even the mushrooms I would not care about. I mean if it is holding up getting something else done.
Thanks for compliments. I can do minor touch ups on these religion buttons as well if you guys want it. I have a photoshop file ready for them as well. I can swap the background colors around, fade out the symbols, give the block a 3d effect whatever you guys think if wanted.
johny smith May 04, 2009, 06:48 AM If you are experiencing problems with the Autoplay I removed some things in case in this python file. You can delete the older python folder and use this one anyway.
This is for the WoC Lite version of course.
johny smith May 04, 2009, 07:53 AM One more thing. I do not have the latest buildings. Just let me know by PM please with the other stuff.
And I would like to make sure we are set on the WoC Lite. glider is going to try to look at a possible RevDCM WoC merge this week. So if you want to wait it is ok as well.
johny smith May 04, 2009, 08:47 AM I put the buttons on the font. Religion buttons in with xml changes to match. I also threw in the FF cursor if you want to take a look.
johny smith May 04, 2009, 09:11 AM I updated the Gods of Old Atlas if that is what you guys intend to use. But maybe you want the symbols swapped around for different buildings to match better. I just left in the order as Zensunni, Zenshiism, Zensufism, Mah. Christ., Navachirst., Judaism, and then Muadru.
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