WORK LIST
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General
+ Forest feature was intended to give +1 hammers. In beta 2 at least, it isn't. Its only in grassland sinks, its designed to be a production compensation for the hammer removal from grassland, and to make sure that sink tiles are still superior even once terraformed. - DONE
+ Investigate raising unit maintenance - Partially done
+ Obsolete Improvements
+ Building Infos - FFH2 - RemovePromotion - Poorly Maintained
+ Axolotl tanks - Immortality
+ I wonder if we should also consider increasing the tile yields of bonus resources (iron, nitrates, crystal, etc) for the higher end mines, since in general you'll only have the advanced mines on the bonus resources, so they're pretty lame with just the +1 extra bonus.
+ Review
this thread.
+ Role Playing Game Option
+ Atomics reworking -
link
+ Mentat redesign (CityBonuses - Decimals?)
+ Reduce Monitor cost
+ Genetic manipulation tech seems like it should be required for the Kwizatz Haderach. Can we add is as a secondary requirement for the 3rd and 4th Kwizatz projects?
+ final pass over faction balance/differentiation -
Link
- Ordos:
Could we have an Ordos UB somewhere that gave some extra EPs,
Maybe a University replacement? Or a Bank replacement? Something that emphasizes their techno-raider mercenary theme.
+ Have civilizations decide at the beginning of each game whether they are going to pursue Arrakis Paradise or Arrakis Spice for that game. Give each leader a pro-Spice probability to control this:
Never adopt Paradise: Bene Gesserits, Ecaz
80/20 spice: Corrino, Harkonnen, Ix, Ordos
80/20 paradise: Leto I, Alia, Tleilaxu?, others?
Never adopt spice: Liet-Kynes, Stilgar, Leto II, Muad'Dib
+ Fremen Sietch improvement to be built on Caves - something like +1 water, +1 hammer, +1 commerce, +1 population at nearest city (no net water cost), very long build time.
+ Strengthen Thinking Machines religion and make more interesting
- All the Thinking Machine stuff is clustered. How about we add Research labs as an And requirement for the Computerized research lab?
+ Sandstorms - Thopters - bigger sandstorms
+ Leto II -> Adaptive Trait?
+ conscription from buildings - Razzia Command - Jihad Veterans Barracks
Art/Pedia/Text
+ Worker Unitclass Icon
+ Replace Water based action icons
+ Switch Ducal Guard graphics - Fall Further technique
+ Update Hints
+ More logical Improvement Shortcuts
+ Make Diamond,etc disappear when mine built
+ Beesting/Wasp Interceptor graphic very annoying.
Documentation
+ Great Processor hammers
+ Fremen free Sayyadina
+ Religious trait free great prophet
+ Tech tree arrows
+ I hope espionage will get more thorough documentation and its own entry in the Dune Wars Concepts section.
Bugs / Issues
+ I can verify that interceptors loaded on suspensor carriers can't be set to intercept.
Bugs from 1.8 - still valid?
+ No-Ships Bug: currently displaces all defending units from their city / which displaces all defending units from their city
+ AI trades Goods for nothing? sapho juice, ginaz and groundwater
+ Annex Crash:
- Crashed a few times for me. Each time it was caused by attempting to use Annex. Annex does not, however, always crash (even in the same game, reload, annex same city on a later turn).
+ Observed several bugs with saboteurs and facedancers in V1.8 like preparation promo not working, messages "saboteur/facedancer" captured" (which kinda reveals which civ send them) or messages like "an Infiltrator ... capture near the Ordos city of Ordos" (instead of actual city names).
+ Check: If spice silos aren't disappearing when you switch out of Spice, then that's a bug that should be corrected.
+ BG:
But I think there is a known bug with it. It should immediately give the AI the city even if they didn't have any military units conquered in it.
Its something to be aware of; you can't ignore espionage in this game. The ability is incredibly expensive (they have to build up thousands of EP) so having some EPs invested against the BG will help protect you from this by increasing their costs out of reach.