Settler's future city fat cross is half square down, which is annoying.
Didn't report this earlier because I had more pressing problems.
I have this both on my PC and house laptop, so this is NOT problem with Radeon graphic card.
Yes, it changes with the camera/perspective changes instead of being fixed to the plots. It was already like that in the original mod. Not sure what codes should I look at. Not a big deal though.
This is very cool Mr M!
Had a little play as the Bene Tleilax and I really liked the flavoursome tweaks and additions you've made. I didn't get to really see the Ghola mechanic because I got flattened by a Fremen Mahdi steamroller (forgot how hard the AI is in this mod now!).
Ah, another happy victim of the Jihad.
There were a few ideas I had for the mod to make it more flavourful will perhaps you could consider:
Carryalls
I would love to see this being used for what they are used for they are used for in the books namely deploying and re-deploying Spice Harvesters.
Probably won't use the normal Carryalls for that, no point in complicating the AI part (meaning they have already their "specific tasks", no point in a carryall leaving an assault plan to grab a harvest and complicate things). Maybe a new "Carryall worker" or "something" related to the Spotter Control.
Capturing Sandworms
It would be fun to have some kind of Sandworm capturing mechanic. Either via a specialised carryall or perhaps via setting some sort of trap. Possibly coastal cities could have a Sandworm Enclosure building and then when a Sandworm is captured it could become a Captive Sandworm building that yields a certain fixed amount of spice.
Something to chew on.
Atomics
It would be great if the Atomic missile could change the shape of the landscape. I'm thinking when it explodes it should change the height of all tiles in a 9x9 square to Sink and the terrain type to Rugged. I did a little World Builder test of this and it looked pretty cool.
Noted. 9x9 is a bit much though. Not sure if mesa should be flattened, that would make the city almost useless if it has no wells.
Fremen Tribal Sietch - Caves Improvement
When I added the Caves terrain feature I was thinking that there could be a Fremen-only improvement that could only be built on Caves. I was thinking something like Tribal Sietch which would maybe add a population point to the nearest city and some commerce - perhaps there's a better idea for what it could do.
I've added in the next version the ability for the fremen to build the regular cottages in caves. I'll see how that goes. Maybe a unique improvement could be made.
Bigger Sandstorms
I always wanted to have randomly spawning 2x2 and 3x3 size Sandstorms so that they are more of a serious threat - plus they will look more epic on the map! If this was done maybe there would need to be some Sandstorm countering Promotions and alternatives to the Weather Control Satellite for reducing the impact of Sandstorms.
Well, ok, they would look good, but a 3x3 storm approaching your first city and your first improvements can pretty much mean retiring immediately as the setback may be too big.
Understand, I don't want things to just look good and have flavour, I want them to have some strategic value, balance and the AI should be able to handle them. I had to scrap half of my own ideas actually. I could've made the mod feel and look even crazier but without set limits nothing works for the long run. I rather have it feel
solid.
I may add the spawning of groups of 2 or 3 sandstorms in the late game, but that's probably it.
I actually made some changes to sandstorms for the next version, which will make them more balanced - in my perspective. I didn't like their ability to erase units just because you forgot to move them out of it. There's no strategic value in such mechanic just annoying micromanagement. And, of course, the AI was clueless.
One can't move into sandstorms and they'll do damage moving into a plot and not after moving out from it, so you can't escape the consequences. But their base damage is now only 10% (randomly up to 35% depending of terrain) and they can only kill units below 35% health (the max damage). Units without base strength like workers have a small chance to die, otherwise they'll be immobilized temporarily inside the sandstorm (no point in "damaging" workers).
I do feel your work on this deserves a wider audience. It may be worth adding the Dune Wars ModDB page so that more people can find it? I think if it was uploaded there with some screenshots and descriptions of the new features then it would get a fair bit of interest.
Thanks. I'll think about it once I consider the work as "finished" and I'm sufficiently pleased with it. Priority now (after a considerable amount of tweaks and work in the code (almost every freaking file has some kind of changes/additions)) is to add more civs.
Thanks for the suggestions.