View Full Version : Welcome to Dune Wars


ChrisAdams3997
Oct 11, 2009, 11:12 AM
Hello and welcome to Dune Wars. For those who are not familiar with Frank Herbert's epic Dune saga, this mod features a struggle between several factions based on family houses; such as the Imperial House Corrino, and a few organizations; such as the Spacing Guild who has a monopoly on space travel. They all fight to control one planet - Dune, Arrakis, a barren, dry, desert wasteland which is valuable for one reason alone- the spice melange. The spice has the universe addicted to it; it extends life, it allows for the Navigators of the the Spacing Guild to Foldspace, travel from here to there without moving. It's the basis for the economy and trade of the known universe. The spice is created by Sand Worms, giant creatures that live their whole life in the sand. The Imperium calls them Shaitan, the Demon while the Fremen call the Shai-Hulud, Great Maker. The worms may grow larger than 400 meters long.

The ruler of the royal House Corrino, the Emperor Shaddam IV Corrino, has given control of the planet Dune to all of the Noble Houses. He decided on this after the current House controlling Dune, House Harkonnen, failed to meet spice quotas. The Harkonnens protested it was not their fault, it was due to a mysterious Fremen Umma (Prophet) by the name of Muad'Dib who they hailed as their messiah. All of the Houses who could afford to land on Dune did so to be the next ruler of Dune. The Spice must flow, and whoever controls the Spice controls the universe.

Are you ready to become the sole ruler of Dune, and in turn, control the Universe?

Downloads

Required:
Latest Version: 1.9.1 (http://www.mediafire.com/?ovktueja83qoczo)
Current Patch: 1.9.6 (http://www.mediafire.com/?7p0lg9mugwsmw1z) (Release Notes (http://forums.civfanatics.com/showpost.php?p=10733933&postcount=1))
Feedback? Post on the latest feedback thread (http://forums.civfanatics.com/showthread.php?t=423905) here in the Dune Wars sub-forum.

Optional:
Dune Wars Music Pack (http://forums.civfanatics.com/showthread.php?t=332729)

Documentation:
See the Dune Wars Concepts tab in the civilopedia


Features and screenshots

Play as your favorite characters from the books, and vanquish the characters you hate the most!

http://forums.civfanatics.com/attachment.php?attachmentid=230677&d=1255277314

No game set on Dune would be complete without sandworms. Put out spotters to see them coming, or they will lay waste to your armies or spice harvesters and then vanish beneath the sand.

http://forums.civfanatics.com/attachment.php?attachmentid=230680&d=1255277326

Explore the desert terrain using thopters. Sandstorms, wind traps, axlotl cloning tanks, Reverend Mothers and many other familiar elements from the books are important tactical elements in the game as well.

http://forums.civfanatics.com/attachment.php?attachmentid=230679&d=1255277326

Combat between the knife-wielding Fremen and the sword-wielding elite Sardaukar is fast and bloody.

http://forums.civfanatics.com/attachment.php?attachmentid=230678&d=1255277314

The artwork on many screens helps to increase your immersion into the desert environment.

http://forums.civfanatics.com/attachment.php?attachmentid=230691&d=1255283554

Credits

Dune Wars mod team: deliverator, davidlallen, keldath, ahriman, ChrisAdams3997

Earlier contributors: koma13, slvynn, deon, johny smith, Ajidica, phoenician

Original all terrain transport code: Maniac

Original mercenary mod: TheLopez

Many units and buildings borrowed from other mods.

davidlallen
Oct 11, 2009, 11:17 AM
Here is patch 1.5.5. The main changes are to add the religion effects; include some great new unit and menu art from deliverator; and add a new homeworld reinforcement screen from koma13.

Download: main 1.5 release (this link (http://forums.civfanatics.com/downloads.php?do=file&id=13270)), patch 1.5.5 (this link (http://forums.civfanatics.com/downloads.php?do=file&id=13439)).

Religion system
* Added religion definitions from the religion design thread, posts 37-38. This changes all the religion buildings, starting techs, and unit definitions.
* Added religion civilopedia definitions to cover the material below.
* Relgion spread effects added:
+ Tleilaxu Supremacy religion appears automatically in any Tleilaxu city, and it is automatically removed if they lose the city. The Tleilaxu capital is automatically its holy city.
+ If a city is conquered by a player whose state religion is Mahdi, the Mahdi religion automatically spreads to that city.
+ If a religion spreads to a city, and Imperial religion is already there, then Imperial is removed.
+ If Qizarate religion spreads to a city, all other religions are removed from the city.
* The following civilization/religion combos are forbidden; the civ cannot found or convert to the religion:
+ Fremen cannot found/convert to: Imperial, Landsraad, Tleilaxu
+ Bene Gesserit cannot found/convert to: Landsraad, Tech, Tleilaxu
+ Corrino cannot found/convert to: Mahdi, Qiz, Tleilaxu
+ Atreides, Harkonnen, Ix, Ordos, Ecaz cannot found/convert to: Tleilaxu
+ Tleilaxu: cannot found/convert to any religion except Tleilaxu

Changes by deliverator
* New unit art! All the thopters are now winged units matching the scout thopter
* New main menu with animated planet and moons
* New version of the Arrakis mapscript, with new map options: Land Percentage, Grain, Noise, Donut Fatness and Minimum Inland Sea Size
* New leaderheads: Executrix (Ordos), Lady Fenring (Bene Gesserit), Princess Wensicia (Corrino); moved Alia to Atreides
* Revised scout thopter, now appears at proper altitude and scale in pedia and lower left viewport on main screen
* New background for air units in civilopedia viewport
* Added homeworld planet graphics for Wallach IX and Ix, added descriptive text
* Renamed eras with stages of life in Dune terminology
* New religion sounds

Other changes
* Version 2.05 of homeworld screen by koma13, with heighliner animation. Caution: slightly experimental, clicking on this animation while it runs may hang your machine.
* Several unexpected improvements carried irrigation: Wind Trap and Insect Farm; several unexpected improvements required irrigation: Desert Plantation and Insect Farm. (AHR34)
* A plot may get a terraform upgrade if it has fresh water and the owner is following the Arrakis Paradise civic. The chance of each plot upgrading is now 1% + (0.2% * #catchbasins owned) + (0.5% * #reservoirs owned)
* Game speed now affects rate of spice decay, terraform upgrade and Atreides unit production (KO11)
* Arrakis Transformation technology now requires Desert Industry instead of Sand Farms, which effectively moves it much deeper into the tech tree and makes the terraforming victory harder.
* Desalination now requires Desert Industry tech instead of Water Transportation (AHR35)
* Cottages no longer allowed on salt. (They were allowed in any sink terrain.)
* Changes to Mentat unit. It does not do anything new yet, but there are promotions limited to mentats, and each mentat has one randomly selected promotion. See the mentat mechanic thread for the future plan.

Bug fixes
* Removed mastery victory. There are several implementation problems with this; it prevents the victory condition screen from appearing due to a python exception, and prevents other victory conditions from being achieved. Many first-time players have run into this. Understanding the reason for the exception and the prevention is hard; removing the victory condition is much easier.
* Fixed problem where all the interface text was missing for a non-English installation language. (Missing language tags in several non-DW xml text files)
* Fixed problem with force shield turning huge, when Oracle of Hajra is built. Used different building graphic (shrine of ki instead of enlil).
* Fixed problem occuring for one player but not others, with a python alert appearing for the homeworld screen: "File MercenaryUtils, line 190, in isInvalidEra: AttributeError: NoneType object has no attribute getEra". Changed "range(4)" in MercenaryUtils.py to "range(3)" in two places.
* Fixed problem where espionage actions were allowed for units loaded in transports
* Fixed problem where Imperial Militia, House Corrino UU, could not be built

davidlallen
Oct 20, 2009, 10:26 PM
Version 1.6 is released. See the first post in the thread for download details. This release has a large number of changes. The five key changes are:

* Fremen foot units now ride sandworms in the desert! It looks really cool.
* In the early game, you need a larger variety of techs to get a good water yield; expansion should be a little slower but the mid game should be the same.
* The behavior weights for all the AI leaders have been adjusted. Wars should be a lot more common.
* On the Arrakis mapscript, bonus placement has been adjusted, and there are no more big chunks of mesa.
* The religion system was added in 1.5.5 and a lot of small playtest tweaks have been made.

Here are the details.

Graphics changes
* Sandrider unit art! Units with the sandrider promotion automatically switch artwork to show up as a sandrider when moving into desert terrain. Art by deliverator. SDK changes suggested by FFH team and deliverator.
* Full set of new promotion and unitcombat icons (by Slvynn)
* New gamefonts file: religion and resource font characters now match icons (by Slvynn)
* New carryall units (by deliverator)
* In homeworld screen, new animation featuring a Spacer Guild navigator (by koma13)
* New Atreides Palace (by Deon)
* Replaced about 10 of the worst building buttons with new ones
* Added flier to spaceport building (by Deon)
* Change Harkonnen player color to red

Building changes
* Renamed Aerial Bay world wonder to Pilot School, Atreides UB for Aerie
* Changed Great Processor to remove global GP penalty, add +1 beaker per city following the religion, and changed beaker bonus to +25% (AHR45)
* All buildings with thinking machine unhappiness are destroyed when a city is captured
* Landsraad Embassy used to give +2 trade routes to all cities, now it doesn't.
* All of the religion temples require the same tech as founding the religion. Even if the religion spreads to you, you must research the tech to build the building.
* Imperial Palace now gives +1 culture per city instead of +1 gold; now gives +1 gold per nobleman (removed from fiefdom) (AHR48)
* Deleted observatory: extra +25% beakers not really needed

Unit changes
* Reduced strength of bladesman from 6 +10% city attack, to 5 +25%. Reduced hardened bladesman from 8 +20% to 7 +25%. The attack strength is not decreased much but they are more vulnerable to quads.
* Reduced cost of Mahdi Zealot (was Mahdi Fighter) from 40 to 30. It already did not have military support costs, and removing war weariness requires extracting some FFH code (AHR38).
* Added popup so human player can select specialty for Mentat. The specialties still don't do anything yet.
* Renamed Hawk Thopter to Vulture, added Atreides UU Hawk Thopter
* Suspensor Transport changed to defensive only, cargo capacity 3. This unit will no longer suicide after dropping off its cargo (AHR23).
* Removed Guerilla I,II promotions. The terrain they apply to is sink, which does not make much sense. The mesa terrain does not have any sdk hook for promotions since it is "peak" in vanilla. In the future we may add this hook.
* Increased cost of Qizarate missionary from 40 to 100; it functions as an inquisitor. Eliminated prerequisite building.
* Fixed bug, Fremen scouts popped from goody huts were missing the sandrider promotion

Civilization changes
* New behavior values for AI leaders. The old values for declaring war were very low; the AI civs should declare wars much more often now. (design by Ahriman)
* Removed Atreides Draft unique ability
* About five civs had a free initial worker. This is a little too powerful; replaced them with soldiers
* Fremen got two free initial scouts; this lets them scoop up goody huts. Changed one to a soldier. Also changed one initial technology from Mysticism to Desert Survival (AHR11).

Tech tree changes
* Reduce early game water surplus without affecting mid game:
+ Dropped shallow well yield by 1 water, add it back at desert engineering
+ Dropped windtrap yield by 1 water, add it back at arrakis habitation
+ Moved the +1 water for windtraps from sandfarms to desert industry.
+ Dropped dew collector yield by 1 water, add it back at desert plantation
+ Moved deep wells from climate controls to water discipline.
+ Cut the yield of all plantations by 2c, add it back at sand farms
* Some tech flags were placed randomly: move open borders and centers world map to Dune Topography and increase cost; move gold trading to protected trade; move vassal states to imperialism; move tech trading to education and increase cost; move culture rate slider to Law of Arrakis.
* Harsh Conditioning now requires Fanaticism since Hardened Bladesman should come after Bladesman.
* Removed tech requirements to connect bonuses. This is the TechCityTrade xml field, displayed as "(enables)" in the pedia entry. For example, nitrates required Desert Industry to connect, leading to an incorrect report (AHR39) that nitrates on peak were not connecting.
* Merged Sayyadinas tech into Faith
* Moved trade connection on rock and graben to exploration instead of desert trade to prevent icons from overflowing container box in tech chooser.
* Moved dew collectors to desert survival and added mining as a prerequisite for water transportation, to spread out first level tech choices
* Increased the beaker cost of arrakis habitation by ~20%.

Map changes
* In arrakis mapscript, thinned out mesas so that there is never a 2x2 block
* Retuned bonus distribution. Less clustering, fixed problem where no insect farm related bonuses were being placed on arrakis mapscript (by deliverator)
* Reorganized arrakis mapscript options; you can make the pole area larger (by deliverator)
* Arrakis mapscript used to recompute starting positions; remove this to let original functions do it. Fewer start positions on mesa (by koma13)

Miscellaneous changes
* Added civilization-specific diplomacy sounds to main release, previously in music pack; increases download size by about 20 MB.
* Cottage and turbine can no longer be built on mesa. This uses a new xml tag on improvements, bPeakMakesInvalid. Going forward we may rebalance solar farm, turbine and mine.
* Homeworld screen version 2.06 (by koma13):
+ Linked unit icons to civilopedia, click on it to open dedicated unit page
+ Can't select units anymore when short of money
+ Units in the pool automatically upgrade to their higher tier version (if available) when player advance to new era
+ Units in the pool can now be from last era, but only if no higher tier version is availabe in current era
+ Fixed bug preventing siege units from showing up in unit pool
+ Elite units get now 8xp
+ Made refresh rate of unit pool more dynamic
* Added pedia text for about 20 entries (by wanderinronin08 and connery)
* Fixed one more text string which said "UN" instead of "Landsraad"
* Changed era titles again, added one word English descriptions
* Renamed about 6 religion buildings, renamed Tleilaxu Supremacy religion to Tleilaxu Zensufism
* Not user visible: renamed 20 building directories and 50 unit directories to match their current unit name

davidlallen
Oct 21, 2009, 07:41 PM
Sadly, version 1.6 has a major bug, which is likely to cause a crash on startup for the arrakis mapscript. Please apply the attached patch for version 1.6.1. I am about to change the main download to contain a full release of 1.6.1. If you have already downloaded 1.6, please apply this patch. If you have not downloaded 1.6, what you are about to download is 1.6.1 which has the patch already applied.

keldath
Oct 23, 2009, 11:07 AM
dune wars 1.6.2 released - only for testing for now.

done in this version:

* merged revdcm 2.6 by glider and jdog5000
see here complete list of features: http://forums.civfanatics.com/showthread.php?t=262937
* deleted unused sdk and python codes.
* added in the menu sound from the sound pack.
* reorgenized the module folder.
* merged 1.6.1 patch
* added a fix by koma13 to homeworld python error on late era's.


koma13, davidlallen and caphelo,

i hope you guys can take a look on the sdks that you previously added codes into them, so ill know everything is in place.


i have play tested on ai over 400 turns, without a glitch or a python error, thanks again for koma13 for the quick fix.

plz write the feedbacks on the 1.6 report forum.

keldath.

davidlallen
Oct 31, 2009, 01:55 PM
Version 1.6.3 is released. See the first post in the thread for download details. You can install this over 1.6.1 or any of the local 1.6.1.letter patches. If you have a 1.6 install executable, please discard it and install 1.6.1 first.

The key changes are adding unique units for Ecaz, improving the in-game documentation popups, and a number of small bug fixes and graphical improvements.

Ecaz UU
* Added Elaccan Gladiator, UU for Ecaz; replaces Hardened Bladesman, strength 10, dies after any combat.
* Ecaz now controls Semuta unique resource instead of Slig.
* Ecaz UU, Smuggler, has trade mission with 1/10 value of great merchant.

Documentation changes
* When you build a landing stage, you get a popup to select which offworld trade contract you should receive. The choices now have hover help to tell you what benefits each contract gives.
* Added hover help for unique resources to show the controlling civilization, civilization unique abilities, and unique classes such as Atreides Heir and Axlotl Tank.
* Multiple popups ("Congratulations! You have built your first Archer!") used to appear if advisor popups were enabled when you built a worker, now they don't.
* Removed some leftover vanilla text from civics, such as slavery; replaced with "Stub text" messages for now (SL03).
* Corrected name of Kindjal contract to Ginaz Training contract.
* Improved description of relationship between fresh water and spice in the Dune Wars Concepts tab of the civilopedia.

Changes by deliverator
* Patch 1.6.1c (release note (http://forums.civfanatics.com/showpost.php?p=8578535&postcount=558))
* Patch 1.6.1d (release note (http://forums.civfanatics.com/showpost.php?p=8584538&postcount=599))
* Patch 1.6.1e (release note (http://forums.civfanatics.com/showpost.php?p=8587050&postcount=623))
* New sandstorm and spice blow graphics, using particles.
* More detailed textures for sandworm and worm rider (by Slvynn and deliverator)

Building and unit changes
* Increased hammer cost for most early game units (design by Ahriman).
* Reinforcement screen offered units requiring resources you don't have, now it doesn't (by koma13).
* When you captured the headquarters of a spice corporation, you used to double your spice income; now you don't (AH117, AHR60).
* The Bene Gesserit did not get their UB version of the palace, so Reverend Mothers could never be built; now they get it (GE01).
* The Reverend Mother training ability only worked if the owner was Bene Gesserit; now it works for any civ (GE02).
* Thinking machine buildings (automated factory, computerized research center) now only give unhappiness to city instead of continent (AHR61).
* Reduced chance of Harkonnen to generate slave to 50%.
* Infiltrator unit can now acquire Suspensor Travel promotion allowing movement on desert waste and deep desert terrain.

Miscellaneous changes
* Modified flavor values for leaders and techs; each leader should now research more appropriate technologies (design by Ahriman).
* If spice is destroyed by fresh water appearing nearby, remove harvester (AHR10).
* Cities are now named differently: Each civ's capitol and all Fremen cities have a fixed list of names; all other city names are picked off a global list of 100 place names (concept by Fenring, names by Deliverator).
* Change starting techs for Ix to Water Conservation + Mining, and Tleilaxu to Mysticism + Exploration (DV24).
* Small changes to religion spread rates (by Ahriman).
* Replaced about ten tech icons (by Slvynn).
* Religious victory now only requires 80% of religion instead of 100%.
* Removed "lapping waves" sound from many features (by deliverator)

rockinroger
Nov 06, 2009, 10:08 AM
Ok found this mod, now to take a look to see what is happening. Hi Keldath.

davidlallen
Nov 10, 2009, 07:57 PM
Version 1.6.4 is released. See the first post in the thread for download details. You can install this over 1.6.1 or 1.6.3. The key changes are a new method for assigning starting plots on the arrakis mapscript, a number of new Unique Units and Unique Buildings, and great new artwork for the religion buildings by Slvynn.

Windows Vista and Windows 7 Usage
Many vista and windows 7 users have reported problems with a crash during the early game loading stage while "init xml" is displayed. You can work around this problem by right clicking the game shortcut and selecting "Run as Administrator". This patch contains a solution for the problem, but for now you must take two manual steps after you install the patch.
1. Locate the mod install directory, such as Program Files\Civilization 4\Beyond The Sword\Mods\Dune Wars. Underneath that, go into the directory assets\module, and find directory interface. Delete the entire interface directory, including all subdirectories.
2. Locate your user game directory, such as My Documents\My Games\Beyond The Sword. Underneath that, create a new directory Dune Wars. All of the game initialization files will now be written here.

New features
* New method for assigning starting plots on Arrakis mapscript. Should improve separation between civs and placement of AI initial cities. Has no effect on Arhipelago mapscript; has no effect on city placement apart from capital city.
* AI now understands that initial Fremen units such as settler and warrior can move on all terrain. Fremen AI civs should now expand better in the early game.
* Redefined Terraforming victory condition. No longer requires 7 Reservoirs of Liet. Instead, you win when 3% of the total planet area is terraformed within your cultural borders. When the first player reaches 1%, a popup appears to warn about the potential victory. The AI seems less interested in pursuing this victory, despite high AIWeights on the catchbasin and reservoir buildings.
* Mentat unit. Each mentat unit has a specialty, and acts as a city governor to give large bonuses to a city. The mentat functions even better if the city has access to Sapho Juice. See the mentat civilopedia entry for more details.

New Unique Units and Unique Buildings
* There are a lot of changes in this area. You can get a summary of the current UU,UB, Unique Abilities, and Unique resources by looking at the hover help for each civilization in the pedia. (This is not new, but it is helpful.)
* Atreides UU, Atreides Heir, has been removed. The inspiration idea is now moved to a Bene Gesserit UU, Kwisatz Haderach, with a world limit of 1. In an upcoming release, we will add a line of "potential" Kwisatz Haderachs with increasing combat power.
* Bene Gesserit UU, Sayyadina, gets Weirding Way training method of Reverend Mother. Reverend Mother becomes a basic spy unit, but we will add unit-specific spy missions in an upcoming release.
* Corrino UB, Selamlik, Tribunal which grants -50% war weariness
* Corrino UU, Laza tiger, replaces Master Guardsman. Hidden nationality, bonus against melee and guardsman units, penalty against city attack. Intended to roam other players' territory and pick off isolated units.
* Ecaz UB, Sculptors Garden, replaces Mushtamel which grants +1 trade route
* Ecaz UB, Smugglers' Haven. Functions as Landing Stage, so Ecaz can lock in 4 offworld contracts.
* Harkonnen UU, Inkvine Regiment, replaces Heavy Trooper with higher strength, no city defense bonus, and +25% vs melee
* Ordos UU, Trike, replaces Quad with +1 movement and +20% withdraw
* Ordos UU, Chemical Trooper, replaces Grenade Trooper with strength 4 (less) but +100% vs guardsman and melee, plus more collateral damage
* Ordos UU, Saboteur, replaces Spy. In this release, there is no difference; but we will add unit-specific spy missions in an upcoming release.
* Tleilaxu UU, Face Dancer, replaces Spy. In this release, there is no difference; but we will add unit-specific spy missions in an upcoming release.
* Spice Worker: requires Spice Industry civic, +50% work rate, can only build harvesters.

Graphics changes
* Great new building art for all religions buildings and some other buildings, put all the proper religion art into the building icons (by slvynn)
* Added terrain-specific suffixes to city names (by deliverator)
* New unit art for Mahdi Zealot and Qizarate Priest (by deliverator)
* New civilization select and order sounds (by deliverator)
* New baradye bonus graphic, new anchor grass terrain, fixed missing grid lines in other terrains (by deliverator)
* Fixed landing stage popup help for Caladanian Wine; it gives happiness, not health (DV28).
* Removed siege tower graphics on certain city attacks (GE06)
* Moved Paul leaderhead from Atreides civilization to Fremen, to spread out the leaders a little more.
* Rename some technologies: Spacing Guild => Frigate Transportation, CHOAM => Guild Banking, Kindjal Blades => Assault Doctrine, Theocracy => Divine Mandate
* Merged code from EmperorFool which allows an image to be placed in event popups. So far the only popup which uses it is the Mentat specialty selector.
* Added text to each religion civilopedia entry to cross-reference which buildings and units are available; added hint and Dune Wars Concepts reference to guide players to find it.

Bug fixes
* Shift key would cause assert from updateHelpStrings, now it does not. Removed small section of setPlotHelp() from JCulturalControl mod.
* If you had two landing stages finish on the same turn, you would only get one popup to choose an offworld trade contract. Now you get one for each landing stage (SL09)
* (Re) fixed problem where heavy carryall movement flags were set incorrectly (GE07)
* Changed cost of Landing Stage from 1 to 150. When debugging I often make an item super-cheap so I can build it fast; looks like I forgot to change it back.
* Deleted "Desert Dock" building. It was a repainting of the "drydock" building for naval unit construction. But, it applies to thopters, suspensor, and carryalls, which is a weird collection. It makes more sense to delete the building. (GE04)
* The Tleilaxu Zeusufism religion is founded automatically, but the tech chooser screen showed it as founded by Genetic Manipulation. Removed this from tech chooser by adding an invisible (offscreen) tech for this (SL01).
* When a Harkonnen unit creates a slave due to a combat win, the slave now appears on the winner's plot, not the loser's plot. This may fix a reported issue where an AI Harkonnen unit attacks the player, wins, and the player's stack mysteriously teleports outside the Harkonnen borders (DV29)
* Adjusted weights that the AI gives to trade resources. Should reduce likelihood of bad trades, like spice for 2 gold per turn.
* For plots which are mesa, force the underlying terrain to rock. This prevents the bug where some mesa plots are +50% defence and some are +25% (GE05).

davidlallen
Nov 24, 2009, 11:07 PM
Version 1.6.5 is released. See the first post in the thread for download details. You can install this over any of the 1.6.x releases. The key changes are stronger spy units, a new set of projects for creating the Kwisatz Haderach, and a number of small tuning and bug fix changes.

Spy Abilities

* All spy type units now have 2 moves and start with suspensor travel for double movement on desert; this enables them to travel to other continents. Even though spies may be trained without the Suspensor Devices tech, consider it as a small single person craft, not suitable for transporting armies.
* Spy promotions changed: removed Logistics line, removed Improvisation 4, 5; doubled strength of Improvisation 1, 2, 3; renamed Fish Speaker line to Poisoner
* The three spy UU have unique promotion lines: Poisoner is only available to Face Dancer; new promotion Diplomat 1, 2, 3 is only available to Reverend Mother; new promotion Sabotage 1, 2, 3 is only available to Saboteur.
* Assassination mission now requires Poisoner promotion, and therefore is only available to Face Dancers
* Reverend Mother has access to a Force Friendship espionage mission, which causes the target civilization to receive a permanent +1 diplomatic bonus.

Unit changes
* Bene Gesserit now has a line of four breeding projects to produce Kwisatz Haderach units of increasing power. See the pedia project list for details. Completing each project will create one free unit, but it is irreplaceable.
* Hornet bomber missions were mixed up. All three now have access to all missions, except I removed port bombing since it does not make sense for DW.
* Increased intercept chance for wasp and locust hornets from 10%, 30% respectively to 70%.
* Suspensor Destroyer now has 30% aircraft interception chance
* Deleted Bee Sting trooper, specific AT role was too weak
* Ordos Saboteur did not receive its 1 XP per turn; now it does.
* Corrino UU Laza Tiger now has -50% against vehicles and thopters (SL18)
* Missile troopers used to be able to shoot down air units while loaded in a transport; now they cannot.
* Due to sandworms' random motion, they may be trapped in tight areas. Each sandworm now has a 3 percent chance of dying each turn. The total number of sandworms is kept constant, so a new one will spawn in deep desert.
* Inquisitor unit could not be built without Water Of Life tech, now it can
* Fremen missionaries of Shai-Hulud and Qizarate now start with the Sandrider promotion
* Added Atreides UU Bee, replaces Wasp with slightly longer range and better intercept

Other changes
* Homeworld reinforcement screen contained units for which the player did not have the required offworld resources; now these units are excluded. This bug was introduced in 1.6.2 when I removed TechCityTrade flags from resources.
* The Smuggler's Haven UB for Ecaz was too powerful. It could be built in the same city as a Landing stage for a huge trade bonus, and four contracts is too many. The building is now named Ecazi Landing Stage. Ecaz can build three of these but cannot build any regular Landing Stages. So only three contracts are possible and the buildings cannot stack.
* Force Shield building used to give +75% defense and bombard defense to get 100% invulnerability; now gives only +50%
* Forts can no longer be built outside cultural borders. This may cause some complaint; the AI does not do this very well, but the human player can use it a lot. Fixing the AI would be better, but hard. This may reduce the gap between high human commerce rates and lower AI commerce rates.
* Leaderheads: added Mechanized trait, re-arranged traits for most leaderheads; added second leaderhead for Ix, Ecaz and Tleilaxu. So far the second Ix leader is just a copy of the first, and so forth, except for art and traits.
* Several players have commented that they are able to kill sandworms easily. At lower difficulty levels, each human player was granted a number of automatic wins against animals, and animals had a significant attack penalty. Removed the animal penalties at all difficulty levels. If sandworms become too much of a problem for new players, we can put some back.
* Added new culture level breakpoints, slightly larger cultural borders and slightly lower city cultural defence (by Ahriman)
* A spice blow would create spice adjacent to fresh water tiles, now it will not (GE03: incorrect python, not due to CvPlot::isFreshWater)
* Weirding Way tech was after lasguns; moved to after Water of Life. Moved lasgun trooper from weirding way to plasteel, which was kind of empty.

Graphics and documentation changes
* New unit graphics for Ordos Trike UU, heavy trooper, lasgun soldier, and lasgun trooper (by deliverator)
* New unit graphics for Laza Tiger, Saboteur, Face Dancer (by slvynn)
* New action button and promotion button graphics (by slvynn)
* Civilopedia entry for Liet-Kynes was a duplicate of Stilgar, now it isn't (SL17)
* Renamed Water Discipline tech to Planetary Ecology, Landsraad tech to High Council. Having two items such as tech and civic with the same name confuses the links in the pedia
* Lasgun trooper used to have tank sound and trail, now it doesn't
* Suspensor and vehicle unit help said they cannot move into mesa, but they can; removed the help. Someday, maybe, we may fix the bug which allowed them to move into mesa, but at least now the documentation matches the behavior.
* Fixed some text which mentions water: Exploration tech "Can Work Water Tiles", Weather Scanner "+1 hammer to water tiles" (SL15)
* Added short strategy entries for most of the units.

Saiko
Nov 25, 2009, 02:12 AM
This looks really cool! I should look into the book series as well...

scyt4l3
Dec 03, 2009, 05:57 AM
Downloading as I type. I checked the screenshots and.... awesome.

JosEPh_II
Dec 04, 2009, 06:57 PM
D/Ling now. Hadn't updated for sometime. Many changes and enhancements. :thumbsup:

JosEPh :)

scyt4l3
Dec 05, 2009, 12:33 PM
I'm amazed! Great work!

keldath
Dec 05, 2009, 12:57 PM
thank all for the replies :)



but for new commers:

please do not post here replies, this thread is for incremental releases information.

plz use the many other threads we have.

thank you all.

davidlallen
Dec 13, 2009, 09:29 PM
Version 1.7 is released. See the first post in the thread for download details. Please *delete* or *rename* your previous Dune Wars installation directory. The installer, unfortunately will not do this for you. The key changes are a complete rewrite of the Wonders; updating to latest versions of RevDCM, BBAI, BUG and BULL; and gameplay changes to increase the difference in play styles between the civs.

Wonder rewrite by deliverator
* See this post (http://forums.civfanatics.com/showpost.php?p=8640146&postcount=29) for the design spreadsheet
* See this post (http://forums.civfanatics.com/showpost.php?p=8707422&postcount=58) for the first release note.
* See this post (http://forums.civfanatics.com/showpost.php?p=8723632&postcount=794) for the second release note.

Internal changes
* Updated to the latest version 2.61 of RevDCM (http://forums.civfanatics.com/showthread.php?t=262937), version 0.82 of Better BTS AI (http://forums.civfanatics.com/showthread.php?t=340623), and version 4.2 of BUG with version 1.0 of BULL (http://forums.civfanatics.com/showpost.php?p=8644559&postcount=18) (ported after extensive work by keldath). There are a number of gameplay and interface changes in these. You may easily spot the "Show Hidden Attitude" diplomacy mod and the "Building Actual Effects" city screen mod.
* New installer automatically creates UserSettings directory under My Documents\My Games\Beyond The Sword\Dune Wars so Vista and Windows 7 users no longer need to run as administrator (by phungus420)
* Added Lead From Behind (http://forums.civfanatics.com/showthread.php?t=335041) modcomp (by UncutDragon, merged by keldath)
* Hid "Choose Religions" game option. The code is still there but it defaults to "off" and does not appear in the game options screen.

Civilization diversity changes
* Previously both Technocracy religion and the Ixian civilization specialized in Thinking Machines. Now Ixians specialize in vehicles.
* Renamed Ixian unique resource from Thinking Machines to Ixian Weaponry
* Removed Ixian UB for Automated Factory and Computerized Research Center
* Added Ixian UB, Skunkworks, gives small bonus to research and also reduces upgrade cost for any unit in city by 50%
* Redesigned Ixian mech units:
+ New strength, tech prereq, and abilities for all; see the civilopedia
+ Created new mech unitcombat, very similar to vehicle; able to obtain additional promotions like March and Shock
* Added new promotions:
+ Ixian: +10% combat, +10% withdrawal. Granted by Mechanized trait to vehicle, walker, suspensor, thopter unitcombats.
+ Sensor Array: +1 first strike chance, +1 visibility. Requires Ixian.
+ Self Repair: +25% repair rate in every territory. Requires Ixian.
+ Point Defense: Immune to first strike, -75% collateral damage. Requires Ixian.
+ Adaptive: +50% to all experience. Requires Ixian.
* The Atreides civilization can no longer build infiltrators. However, the Atreides Palace generates 1.5x more espionage per turn, and the new Duke's Bench UB generates 2x more espionage than the base Tribunal. This represents Atreides honesty and loyalty.
* Added two units for Atreides: Ducal Guard, same level as Master Guardsman; and Ducal Trooper, same level as Lasgun Trooper. Each unit is about 25% stronger and has a national limit of 4.
* Fremen can now capture any unit in the vehicle unitcombat such as quads or scorpions, but cannot build any. This is similar to capturing a slave, but only for the vehicle unitcombat, and the new unit is the same unitclass as the defeated unit.
* Added Fremen Raider unit as replacement of Roller, strength 11, move 2, 25% withdrawal chance

Minor gameplay changes
* Re-enabled "whip" (hurry population) for the slavery civic. Previously the AI whipped way too much, driving its population into the ground. With BBAI 0.82 this is less, and I have removed one reason to use it ("bad tiles"). Now the difference in total pop is very small for the AI. (SL11)
* Changed Unique Resources. Semuta and Slig are now unique to House Ecaz. Pundi Rice is reduced to +1 health; Opafire, Soostone, and Caladanian Wine are reduced to +1 happiness; wine is no longer restricted to House Atreides.
* Added promotions Ginaz Training I,II: requires Combat II, each adds +20% strength and +20% experience to melee units. Requires access to Ginaz Training offworld resource. Ginaz I automatically granted to Swordmaster unit.
* Thumper promotion now attracts sandworms and disperses them harmlessly
* Deleted Sabotage II,III and Diplomacy II,III promotions; will re-add when they do something.
* Margot of Bene Gesserit leader now favors espionage
* Master Scytale traits were phi/pro, now phi/cre
* Renamed Creative trait to Political and increased culture per turn boost from 2 to 3 (AHR82)
* New AI personality values for leaders Goya, Rhombur, Prad added in 1.6.5 and updated values for other leaders (by Ahriman)
* Player anarchy and convert city spy actions now cost 5x more
* Slightly changed culture levels for each cultural border ring (by Ahriman)
* KH Precursor used to give +25% combat strength, now it only gives +10%
* Reverend Mother used to require Water of Life tech, now it requires Academies
* Laza Tiger was not "always hostile" before, now it is
* Spice Worker used to move 2, now moves 3
* Windtrap used to grant 2 commerce, now grants 0
* Spice feature used to cost 2 movement points, now only costs 1
* Re-sorted units in the xml so that all units of the same unitcombat appear together, lowest strength to highest strength.

davidlallen
Dec 19, 2009, 01:36 AM
Version 1.6.5 and 1.7 have a hang bug, which may occur in the late game when Bene Gesserit has two units of the Kwisatz Haderach line in play. Please see this post (http://forums.civfanatics.com/showpost.php?p=8740173&postcount=827) for the patch 1.7.0.3 to fix it. If you have 1.6.5, you should upgrade to 1.7 anyway; please don't apply the 1.7.x patches over 1.6.x or something weird will happen.

davidlallen
Jan 08, 2010, 04:29 PM
Please see the first post in the thread for download details. You can install this over the 1.7 release. If you installed using the 1.7 *zip* file, please download the 1.7 installer for Steam (http://forums.civfanatics.com/downloads.php?do=file&id=13950), which should work for you, and re-install 1.7 with that first. It is the same stuff, but the 1.7 installer sets a registry variable which is needed by the 1.7.1 patch installer.

Merged previous small patches
* 1.7.0.4: release note (http://forums.civfanatics.com/showpost.php?p=8743458&postcount=835)
* 1.7.0.5: release note (http://forums.civfanatics.com/showpost.php?p=8749003&postcount=853) (by deliverator)
* 1.7.0.6: release note (http://forums.civfanatics.com/showpost.php?p=8752652&postcount=858)
* Main points to note from these patches:
+ New colony site selection algorithm. In several test games, this dramatically increased the total AI population, by like 30%.
+ Previously, to get commerce income from Spice, you would build a House Spice Corporation building and found a corporation. This is no longer needed; instead, each palace building automatically gives +3 commerce per Spice resource connected.
+ In the 1.7.0.2 patch, I added a capability for the AI to unload transports on land if there is any threat; but it frequently causes a hang, so this is removed from 1.7.1.
+ Bene Gesserit city conversion espionage mission seriously nerfed

Unit changes
* New graphics for rocket trooper, now with real rockets! (by deliverator)
* Changed tech prerequisite for Walker mech unit from Solid Fuel to Low Energy Vehicles; previously it was already obsoleted by the next mech unit.
* Reduced strength of Ixian Spider unit from 14 to 13
* Increased cost of Ixian Tarantula from 170 to 250
* Sayyadinas can now only give promotions to melee and guard units, and the promotions add a level. There is no cap but a unit which gets free promotions this way will take a long time to gain additional levels.
* Homeworld screen will no longer *add* a unit which would exceed a national limit. This is better but not perfect. If the unit is already in the homeworld list, then you build the maximum, you can still purchase the unit and exceed the national limit.
* Harkonnen slaves were not created properly upon capture since Fremen vehicle capture feature was introduced.
* Mentats built by the human player were giving a military benefit regardless of their actual specialty.
* Reduced Fremen Raider UU to strength 10, moved to Desert Industry, renamed to Razzia Raider.
* Reduced Roller to strength 9, raised withdraw chance to 25%.
* Siege units now get the Home Ground promotion when they start a turn inside their own cultural borders (AHR94).

Minor gameplay changes
* Changed Holy War victory to only require 40% of land instead of 50%, and changed Religious victory to only require 70% of religious influence. Otherwise both of these are too close to a full conquest victory.
* Arrakis mapscript now rejects start locations which are very close or very far from the (central) polar region
* Open water terraforming feature did not allow improvements or cities to be built.
* In cases such as scenario maps, previously each time the map is loaded more rock features were added. Now, if any such features exist, no more will be placed.
* Enabled founding cities on salt flat terrain. It is usually a bad idea; but there could be excellent terrain around it.
* Reduced hammer bonus of deep mine and core mine. Previously a core mine on stravidium gave 14 hammers! Now it gives 10.
* Moved Mushtamel / Sculptor's Garden building to Adaptive Agriculture instead of Water Transportation; seems too early in tech tree to grant +2 health
* Ixian Skunkworks building used to give -50% upgrade cost to a human player (by design) and something like -95% for the AI (due to a bug); both human and AI should now get only -25%
* Automated factory/research center now give +40% hammers/beakers respectively, instead of 25%, and removed leftover entry for having access to power
* If a tech was researched by a civ that could not found the corresponding religion, the religion would be granted to a random civ; now the religion stays available until an appropriate civ researches the tech.
* Corrected about eight techs which belonged to the wrong era, based on their X position in the tech chooser. This incorrectly allowed early access to advanced units in the homeworld screen.
* Replaced Earth historian names with Dunish ones in the "Top Civilizations" popup

davidlallen
Mar 21, 2010, 05:27 PM
Please see the first post in the thread for download details. You can install this over the 1.7 release; this also contains the 1.7.1 patch, so it does not matter if you have the 1.7.1 patch installed or not.

As you may notice, it has been more than two months since the last patch, where the previous frequency had been every two weeks or so. Blame "Dragon Age: Origins".

Changes:

* Many players have reported a crash or hang at different stages of the game. Several save-game files were submitted, and they all had the same cause. A modcomp for "multiple production" was merged in and it seems to change gameplay in a bad way, even when the option is switched off. This patch removes the code for that modcomp. The submitted save-games all run correctly now. It is possible that there may be some second problem causing crashes or hangs; but I hope this fixes the majority of them.

* In 1.7 and previous, each spice harvester improvement added to your total commerce because of the House Spice Corporation, a standard corporation which converts spice to commerce. In 1.7.1 I added a different way to convert spice into commerce, with a new xml tag on buildings. However, the AI did not recognize this and mostly lost interest in building harvesters. One good solution would be to have the AI make decisions based on this new xml tag. But, I could not figure out how to do that. So, in this patch I have put back the spice corporations.

* Includes deliverator's 1.7.1.1 patch; see its release note (http://forums.civfanatics.com/showpost.php?p=8936207&postcount=940).

* Each leader now gives a higher weight to researching the tech for its favorite religion. This uses new flavor values in the leaderhead file. The idea was suggested by Lone_wolf and implemented by Ahriman.

* During 1.7.1 testing I accidentally disabled a function which is called when cities change hands. As a result, Mahdi religion was not spreading properly. It is supposed to spread into a city whenever the city is conquered by a civ which follows Mahdi. This is now working correctly again.

* When advisor popups are enabled, a cascade of messages like "Congratulations! You have built your first archer!" used to appear. Now they don't. Fix by orlanth.

* New terrain buttons by Pickly

* New leaderhead picture for Malky of Ix, by deliverator

* Carryalls now ignore terrain costs

* Diamonds no longer give a happiness bonus

giddion
Mar 29, 2010, 02:34 AM
I think 1.7.2 should be pulled and 1.7.1 put back as the current.
1.7.2 is unplayable with the spice firm not able to be built, the AI gets to build it and they get a huge advantage. I used WB to add it into my city and then spread it via WB, this is a broken bonus. You get too much gold and learn techs in the 1-2 turn cycle. I was wondering how the AI could achieve such a large number of tech gains within a small number of turns.

Pickly
Mar 29, 2010, 09:00 AM
The way 1.7.2 is goofed up, the palaces from some civilizations are what supplies the gold from the spice, so you should be getting the spice gold anyway. Also, the corporation isn't spreadable normally, so spreading it around in the world builder is stretching beyond what the game can normally do.

Deon
Mar 29, 2010, 03:31 PM
You didn't install 1.7.2.5, Giddion, right?

Everything is fine there. You just build harvesters and your palace nets more gold for it.

davidlallen
Mar 29, 2010, 03:42 PM
Please keep this thread for release announcements. Further discussion is welcome on the 1.7 feedback (http://forums.civfanatics.com/showthread.php?t=345971) thread.

davidlallen
Apr 02, 2010, 07:45 PM
Please see the first post in the thread for download details. There have been a number of incremental patches since 1.7.2 was released; this includes all of them. All of the changed files are included. As long as you have the base release of 1.7, it does not matter which other patches you may have. This will bring you up to date.

The main excitement in the last couple of weeks was around spice commerce. In 1.7.1 we moved the spice bonus from corporations to the palace building. But the AI was not building enough harvesters. In 1.7.2 we moved the spice commerce bonus back to the corporation. But the human player was not allowed to build the corporation. In 1.7.3, thanks to an AI change by embryodead, we moved it back to the palace. Hopefully it will stay here now.

There were also a number of tech tree changes and unit art changes. The later part of the tech tree is still under development; it works, but please see the late game tech tree (http://forums.civfanatics.com/showthread.php?t=346284) thread for the latest discussion.

Apart from the overlapping changes on spice commerce, there were five patches. I have collected the changes and sorted by affected area.
* 1.7.2.1 by Ahriman (change list) (http://forums.civfanatics.com/showpost.php?p=9000630&postcount=954), (release note) (http://forums.civfanatics.com/showpost.php?p=9021118&postcount=971)
* 1.7.2.2 by deliverator (release note) (http://forums.civfanatics.com/showpost.php?p=9024509&postcount=983)
* 1.7.2.4 by deliverator (release note) (http://forums.civfanatics.com/showpost.php?p=9045517&postcount=1021)
* 1.7.2.5 by deliverator (release note) (http://forums.civfanatics.com/showpost.php?p=9047193&postcount=1030)
* 1.7.2.6 by deliverator (release note) (http://forums.civfanatics.com/showpost.php?p=9062352&postcount=1100)

Art changes
* New Unit Art for Harkonnen Howitzer, Fish Speaker, Laza Tiger, No Ship, Monitor Warship, All Suspensors apart from Carrier (1.7.2.4)
* Changed the Main Menu a bit. The moons are now smaller and should no longer flicker on some orbits. I've also added a little slide show of images to help set the Dunish flavour - I plan to add a few more. (1.7.2.4)
* Reskinned the Water Enviroment backdrop for the Pedia. (1.7.2.4)
* Fixed CHOAM holy city gamefont (1.7.2.5)
* Brightened-up Shai Hulud religion icon and gamefont (1.7.2.5)
* Made Mahdi gamefont background consistent with new icon, still to fix Mahdi building icons (1.7.2.5)
* Minor fix to Great Processor icon (1.7.2.5)
* Fixed Main Menu slide show and added 3 new slides (1.7.2.6)

Unit changes
* Change Fremen Scout from class guardsman to class melee. (1.7.2.1)
* Change Fremen Scout tech pre-requisite to exploration. (1.7.2.1)
* Laza Tiger no longer replaces Master Guardsman, now has national limit 5, still only available to Corrino. Added penalty versus Suspensors (they already have penalties to City Attack and Defense) (1.7.2.4)
* Thopters and Suspensors can attack and capture cities again! (1.7.2.6)
* Monitor Warship can no longer be built conventionally - you must build the 5 Monitor Projects then it will appear in your capital city. (1.7.2.6)

Building changes
* Pilot school cost reduction from 190 to 90 (1.7.2.1)
* Spice silo cost reduction from 130 to 70 (1.7.2.1)
* Feudal estate culture increase 2 to 3 (1.7.2.1)
* Make computerized research facility and automated factory require Tecnocracy religion (1.7.2.1)
* Rename current Water Souk at Solaris Economy to Merchant Quarter. (1.7.2.2)
* New Water Souk at Water Economy gives +1 trade route, +25% trade route yield. (1.7.2.2)
* Spotter Control at Sandworms gives +1h1c for desert tiles. (1.7.2.2)
* Drop Weather Scanner. (1.7.2.2)
* Building the Great Convention Breached! Wonder now gives 3 Atomics in your capital city. (1.7.2.6)
* CHOAM Headquarters weakened, now only provides +2 commerce per Spice. (1.7.2.6)

Tech tree changes
* Push windtrap water bonuses back to climate controls and arrakis transformation (1.7.2.1)
* Push deep mine, desalination to refining techniques. (1.7.2.1)
* Move first hammer bonus for turbine and solar farm to desert industry, second remains at military-industrial complex. (1.7.2.1)
* Desert Plantation -> water economy (which gives +1 water from windtraps (moved from Arrakis habitation) and Qanat and New Water Souk. (1.7.2.2)
* Water economy -> way of Liet. (1.7.2.2)
* Way of liet -> adapted agriculture (plantation and insect farm boosts) (1.7.2.2)
* Adapated agriculture -> planetary ecology (1.7.2.2)
* Included NeseryozniyVET's Dynamic Tech Advisor. Commented out two lines in Config/init.xml as advised. (1.7.2.4)

Terrain, improvement changes
* Cottages give +1c (not +1h) with fresh water (1.7.2.1)
* Remove multiple level turbines, now just a single turbine. (1.7.2.1)
* Turbine. On mesa only. 2h, +1 hammer with 2 tech. (1.7.2.1)
* Solar plant on graben, flatland. 1h1c, +1 hammer with 2 tech. (1.7.2.1)
* Change polar terrain to 1w1h instead of 2w. (1.7.2.1)
* The iAITradeModifier has been set to -100 for the Spice to stop the AI doing any trades involving spice. (1.7.2.6)

Civic changes
* Remove Slavery civic bonus to deep mines and core mines (1.7.2.1)
* Change harvester slavery bonus to commerce not hammer (1.7.2.1)

Civilization changes
* Change Atreides starting tech desert survival to exploration, start with a scout. (1.7.2.1)
* Change Fremen to start with mysticism instead of exploration (to make more competitive for Shai Hulad with BGs). Stay starting with a single scout though. (1.7.2.1)

Deliverator
Apr 25, 2010, 03:19 AM
Presenting... Dune Wars 1.8!

Rather than go through everything that has changed since version 1.7 in detail (which would take a long time), here are some screenshots and headlines.

Screenshots

http://forums.civfanatics.com/attachment.php?attachmentid=249876&stc=1&d=1271541275

http://forums.civfanatics.com/attachment.php?attachmentid=249384&stc=1&d=1271141996

http://forums.civfanatics.com/attachment.php?attachmentid=249923&stc=1&d=1271587797

http://forums.civfanatics.com/attachment.php?attachmentid=249922&stc=1&d=1271587797
Headline Changes since 1.7

+ Big overhaul of the tech tree with the aim of making the flow of the game more logical and thematic, and keeping the late game interesting. Details in this thread (http://forums.civfanatics.com/showthread.php?t=346284).

+ New Units: including Fish Speaker, Harkonnen Howitzer, Monitor Warship and Cymek

+ New Buildings: including Factory, Spice Silo, Palmery, Merchant Quarter, Jihad Veterans' Barracks, Semuta Den, Commodities Exchange, Pilgrimage Site

+ New Wonders: The Hajj, The Great Keep and Great Convention Breached! (Atomics)

+ New Terrain Features: Peaks, Outcrops and Forests from terraforming

+ New Melting Lens Improvement: You can now terraform the polar regions.

+ New Moisture system for controlling terraforming and the no-go areas for worms and spice.

+ Worms now break through the sand when they destroy harvesters.

+ Lots of new units art: Solider, Infantry, 5 new Suspensor Craft, Shai Hulud Sayyadina, Great Prophet, Mentat, Heavy Scorpion, Roller, Missile Launcher, Laza Tiger, No Ship, Kindjal Infantry, Ordos Chemical Trooper, Ordos Heavy Trooper, Harkonnen Heavy Trooper, Harkonnen Howitzer, Monitor Warship.

+ Lots of refinement to Dune Encyclopedia content, more Quotes, etc.

+ Better city placement by the AI

+ Collection of spice revenues now happens directly at your palace without requiring the use of Corporations

>>>>>>>>>>> DOWNLOAD DUNE WARS 1.8 HERE <<<<<<<<<<<< (http://forums.civfanatics.com/downloads.php?do=file&id=14706)

Enjoy. :)

For more detail on the changes since version 1.7, see the following CFC posts:

Patch 1.7.1 Release Note (http://forums.civfanatics.com/showpost.php?p=8792685&postcount=17)

Patch 1.7.2 Release Note (http://forums.civfanatics.com/showpost.php?p=9020659&postcount=18)

Patch 1.7.3 Release Note (http://forums.civfanatics.com/showpost.php?p=9063605&postcount=23)

Patch 1.7.3.2 Release Note (http://forums.civfanatics.com/showpost.php?p=9108489&postcount=1133)

1.8 Beta Release Note (http://forums.civfanatics.com/showpost.php?p=9127719&postcount=1193)

dammitbiscuit
May 03, 2010, 11:23 AM
This is extremely exciting!

I registered so that I could search the forums and make a suggestion in a Star Trek mod thread. But then I clicked a link, and followed a link there, and wandered about... and now I'm here! Trek will definitely have to be put on the back burner, both because this mod is clearly more fleshed out, and Dune is more brutal and exciting than the Federation.

Thanks for all the hard work guys! Assuming I successfully understand how to install and use mods (this'll be my first one, despite my initial intention to start with Star Trek), I will report back to this thread in a day or two with my initial impressions!

Ahriman
May 03, 2010, 11:49 AM
Hi biscuit, welcome to the forums! We hope you enjoy the mod, and look forward to getting some feedback. Please post in the feedback thread here: http://forums.civfanatics.com/showthread.php?t=362387

Thanks!

White Elk
May 25, 2010, 05:56 AM
WOW! To quote a Fremen saying... "Bless the Maker and all His Water."

I gotta get my Civ4 capable machine running again!! This looks great!
I've recently reread to Chapterhouse, and am currently reading Hunters of Dune.
Once again I'm immersed in this world. Roleplaying in it via Civ4 would be awesome.
Thanks for this game!

db0
Aug 31, 2010, 03:03 AM
Hello there. I just registered to post this: This is one the best goddamn mods ever.

Btw, I noticed that there's a lot of flavor text missing in the civilopedia, do you need any help with this?

Ahriman
Aug 31, 2010, 06:49 AM
Thanks for the praise, and welcome to CFC.

Btw, I noticed that there's a lot of flavor text missing in the civilopedia, do you need any help with this?

Yes, absolutely. This is just something I'm starting to work on now. Suggestions would be greatly appreciate. There is a list in this post of of all the flavor text we're missing: http://forums.civfanatics.com/showpost.php?p=9543498&postcount=45

Deliverator
Nov 22, 2010, 12:51 PM
Dune Wars 1.9 is released. See here (http://forums.civfanatics.com/downloads.php?do=file&id=15980).

keldath
Nov 22, 2010, 02:55 PM
as usual , superb work,

thank you for keep updating the mod.

i salute you.

ChrisAdams3997
Apr 27, 2011, 08:30 PM
Dune Wars 1.9.2 released, see here for more information (http://forums.civfanatics.com/showpost.php?p=10437200&postcount=141)

This is a patch for Dune Wars 1.9.1 (http://www.mediafire.com/download.php?ovktueja83qoczo). If you have an earlier version (including 1.9), uninstall it and install the linked 1.9.1 first.

ChrisAdams3997
May 22, 2011, 01:09 PM
Download Patch 1.9.4 Beta1 Here (http://www.mediafire.com/?o4ebup7zgpl1e4t)

Installation Instructions
This patch includes patches 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 instal(download here (http://www.mediafire.com/?ovktueja83qoczo))l or onto any already patched installation of 1.9.1.

Description and Changes
I'm releasing this initially as a 1.9.4 Beta1 patch, mostly because I want to get some feedback on the espionage mission difficulty balance and check for any bugs before announcing it as a finalized 1.9.4. It's been stable in testing, so no worries there.

The full change log is in the spoiler below, if you're not interested in the technical details, the most important gameplay changes are in bold. The vast majority are just small fixes, rebalancing, or polish.

Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city
- Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...
- New homeworld units have to wait a turn before making thier first move

Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- thopter's disabled from capturing cities/workers (dependant on feedback if this will be kept)
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it

Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod
- Limited Promos now show how many you have left, not how many you can have
- Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city
- reworking worm related promos
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered
- counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught
- Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt

For any bug reporting/feedback, please go to the DuneWars Patch 1.9.4 Thread (http://forums.civfanatics.com/showthread.php?p=10519998#post10519998) in the Dune Wars forum

Ahriman
May 29, 2011, 09:36 AM
I love that you are tweaking espionage. We never *quite* got this working right.

To me, the real test for Espionage is if it can be adjusted such that the AI really uses it effectively, so that if you don't invest in EP production, the AI *will* hurt you with significant and flavorful espionage missions.

ChrisAdams3997
May 29, 2011, 06:33 PM
Well, the real test is if it's fun for the player ;), but yeah, that's a good secondary goal that contributes to the enjoyment for many players :)

keldath
May 30, 2011, 12:43 AM
ChrisAdams3997,

your doing a wonderful job,
im happy you start engine this mod, thank you.

p.s.

does anyone know if the mod is multi player compatible?

Ahriman
May 31, 2011, 08:01 AM
Well, the real test is if it's fun for the player ;), but yeah, that's a good secondary goal that contributes to the enjoyment for many players :)

Fun for the player to use, yes, but also fun for the player to have used against them. Its not really a great mechanic if only the player can use it.

The big risk is in making it so strong for the AI that it is too hard to fight against, and so the human player gets frustrated.

ChrisAdams3997
May 31, 2011, 11:35 AM
lol, don't worry, we're on the same page here. I said 'fun for the player', not 'fun for the player to use' ;). Part of that fun is seeing a capable AI bite back sometimes. Right now, as long as they are producing enough espionage points, the AI does a good job of recognizing threats and allocating EP's against them. I had a fun points duel with the Corinno in a recent Bene Gesserit test game.

The unitAI for spies, well, I'll have to do some work on it at some point :rolleyes:. But I have seen a number of cases of pretty much all the different missions used against me except perhaps 'annex city'. Don't think we should let the AI use that one against a player, might void the warantees on a couple of player's monitors that way :p.

At the same time we have to make sure there are enough flavorful options for each civ/unit for the player to use, and that we're providing a few promotion options as well.

Anyway, we need to move discussion out of the welcome thread, but I'll be getting into ideas for espionage in the next week or two in the feedback thread probably.

ChrisAdams3997
May 31, 2011, 11:40 AM
ChrisAdams3997,

your doing a wonderful job,
im happy you start engine this mod, thank you.

p.s.

does anyone know if the mod is multi player compatible?

Thanks :cool:

I know Deliverator was trying to get it multi-player compatible when he put together 1.9.1, which is of course the current full version before patches. I don't know if it is or not though, and since I don't play multi-player I have no way to test it. But if you try it, let us know what happens.

ChrisAdams3997
Jun 01, 2011, 11:13 PM
Download Patch 1.9.4 Here (http://www.mediafire.com/?nulmwls9h9cqsdt)

Installation Instructions
This patch includes patches 1.9.1.2, 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here (http://www.mediafire.com/?ovktueja83qoczo)), no previous patches necessary, or onto any previously patched installation of 1.9.1.

There are a lot of small changes in this patch moving from 1.9.3. The main focus has been catching and fixing the many small text and xml bugs and omissions, making the text and interface clearer where possible, some necessary balance changes, fleshing out existing systems, and finishing some unfinished ones from earlier releases. There has also been a real push to flesh out and balance the unique espionage system started by Deliverator and Ahriman (amongst others?) and incorporate some of the new possibilities afforded by fractional experience in that area. Players should find that the spy game is a little deeper, promotions do what they are advertised to do, and there is no such thing as a 100% chance of success :nya:. There's still more work coming in this area in the next patch, but I'm proud of what's been accomplished so far.

A big thanks to everyone one who's contributed on the forums, even if only with comments and suggestions (even those I've disagreed with :p), and of course thanks to Deliverator for his contributions, good to have you back ;). And you to Ahriman :).

1.9.4 Beta1

Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city
- Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...
- New homeworld units have to wait a turn before making thier first move

Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it

Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod
- Limited Promos now show how many you have left, not how many you can have
- Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city
- reworking worm related promos
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered
- counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught
- Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt
From Deliverator
+ Inquisitors reinstated and can be used to purge non-state religions from cities. (The unit AI is working fine whether the production AI python works I haven't tested, but everything is at least as good as it was in 1.9.)

+ Fixed the Sandstorm visibility issue - this was due to the fact that the Python to redraw the sandstorm effect got lost in the 1.9.1 Better BUG AI rebuild.

+ Changed the Sandstorm movement code so they move roughly in an inward anti-clockwise spiral.

+ Sandstorms are now more prevalent - the amount is now calculated based on the number of ocean tiles rather than all map tiles. If there are now too many then it is simply a question of increasing the 25 in this line from DuneWars.py, StormAddSubtract function.

+ Sandstorms now die after entering Polar Desert Waste.

Code:
iStormWant = (len(self.lOcean) / 25) - len(lStorms)
+ Thopter units now only have a 10% chance of surviving Sandstorms

+ Fixed missing combat sounds for the Suspensor Units and Ordos Chemical Trooper (finally).

1.9.4

Spiritual Trait help text updated to include information on free great prophets when founding certain religions (thanks KHM for catching that)
Small fixes and balance to espionage mission difficulty/experience earned
Fixed Bene Gesseret 'Annex City' Crash
Collateral Damage for Grenade Troopers fixed
Fixed bug preventing city borders from popping Goody Huts
Desert Promo text/AI improvements - works on spice now
Thopters allowed to capture cities again (see GlobalDefines note below)
Several unbalanced unit costs fixed
Spice icons removed from general resource layer display (see GlobalDefines note below)
Special Spice layer in globe view
Siege units have special Drill Promo Line of their own (more potent, only three promos)
Standard Drill Promos moderately better than before
Civic Costs increased across the board by about 50% (experimental)

Pakhawaj
Jun 18, 2011, 03:42 PM
I've only read the first three books; if I download this, will I encounter spoilers?
Thank you!

ChrisAdams3997
Jun 18, 2011, 04:09 PM
Not really, everything in the game is based on the Dune Universe, but it doesn't follow the story line of the books. Instead it's set in an alternative story line that the great houses got into an all out war over Arrakis, and when the dust settles everyone is reduced to a few survivors from which you start your first city and take it from there like any other game of Civ as you rebuild and rediscover technologies. So no worries, try it and have fun ;).

Ahriman
Jun 18, 2011, 09:38 PM
The mod is also very much inspired by the setting of just the first book Dune, and maybe a little bit the second book. It isn't getting into the canon "future" of Dune at all. And its not plot-related, its just setting inspired.

Crion87
Jan 11, 2012, 05:29 AM
The mod is also very much inspired by the setting of just the first book Dune, and maybe a little bit the second book. It isn't getting into the canon "future" of Dune at all. And its not plot-related, its just setting inspired.

Never read Dune myself, but I have seen some of the movie - don't remember much as I was young. But I was a fan of the game Emperor: Battle for Dune, so I get the gist of the Dune universe. Great mod guys :-)

Ahriman
Jan 11, 2012, 09:04 AM
Thanks, glad you enjoy it.