Well, here is an unofficial patch-patch, or mod-patch, or something. Please take your dune-wars 1.0 installation, apply patch 5 from keldath, and then apply this patch over that. This contains all the changes I have made locally so far. The important changes are:
* No more roads. Trade propagates along terrain types, like it does in vanilla for coast or ocean, when you achieve certain techs (#70)
* Windtraps. Farm improvements require fresh water, which is only available from the windtrap improvement or the city windtrap building (#71)
* Much less bonus from coasts. No food, fewer bonuses appear. (#81)
I have posted all the changes I made previously; here are the issue numbers which are fixed in my release:
20. Non-vanilla tech icons. Added 12 new icons, changes in technologyinfos.xml
47. New LH and button for spacer guild guy. XML change only, you already had the files.
58. At the end of the first turn there is a cascade of 20 python alerts. Changed file assets\revolution\rebeltypes.py to add "return" at line 20.
59. Added missing change for thumpers, artdef_interface.xml
60. Harkonnen starts with hover tech. This is now way up in the tech tree, it is not a good starting tech. It is TECH_HUNTING, search in civilizationinfos.xml. There aren't any other tier 1 techs so I randomly changed them to another one, and deleted from minor civs.
69. Hover tech was moved deeper in the tech tree, but the cost was not changed. It is a bargain for where it is. I made it 220.
70. I made some changes to TerrainTrades as described in an
earlier post. It deletes roads altogether, which seems worthwhile for Dune.
71. Added windtrap code, numerous changed files, new directory art/units/windtrap, small modification to mapscript PublicMaps/Archipelago.py to remove lakes.
73. Renamed Irrigation to Desert Farming. Some messages are confusing when real irrigation is used. My windtrap mod will use real irrigation.
74. To prevent the AI from going crazy building Sand APC: remove iAIWeight 15 (search, this is also on one other unit). I also moved it one later in the tech ttree, Desert Power instead of Desert Pathfinding, and increased the cost from 65 to 90.
75. Maula Mortar has a foot soldier unit graphic, but it has SPECIALUNIT_ARMORUNITS, which means it cannot be loaded onto the hover transport. That means any real assault must wait for desert pathfinding (or desert power, see previous item). I changed it to SPECIALUNIT_PEOPLE.
76. On the other hand, the Strider unit is a Burseg, and it should have SPECIALUNIT_ARMORUNITS. I did see a Smuggler Strider; I am not sure if that is on purpose. Probably it is just missing from the exclude list in civilizationinfos.
78. Changed workboat to move 1, to prevent using it as a cheap scout.
81. I made a bunch of changes related to coast and ocean. I am not sure you will like them. Coast right now gives 1 food, 1 gold; it does not make sense to me that it gives food. So I changed it to 2 gold. I actually made ocean give zero everything. There are a number of bonuses which can appear on coast or ocean. I removed all of them except for little maker, sandtrout, and the spice bonuses. I also removed sandtrout from coast and set its food bonus to zero.
Population levels
In other news, I wrote a quick routine to count some statistics which can be applied to dune wars, or standard revolution dcm. I wanted to compare the number of cities, population, etc across several runs. At this point I have done *one* autoplay each of:
* Dune wars with patch-5-davea above
* Revolutions DCM with Archipelago mapscript
* Revolutions DCM with Pangaea mapscript
Each game is at Prince difficulty, huge size, and autoplayed for 400 turns.
In the Dune Wars game, the average number of cities is 6, the average population is 60, and the average number of units is 85. In the Rev Archipelago game, the average number of cities is 17, average population 200, and average number of units is 140. In the Rev Pangaea game, cities 14, population 170, units 160. I would have thought pangaea would have a higher population.
I do not think there is much of a lesson from these numbers; with only one run each, they are not statistically significant. But it is interesting that the Dune number of cities is about 3x less, while the average population per city is about the same. This routine will be helpful to see the effect of tuning the bonuses; for example, it will be interesting to see what happens to the number of cities when I increase the amount of gold for coastline, or make some other change.