Here's another patch to fix a bunch of stuff with the new terrain set-up and add a couple of new bits. I'll call it
1.5.2 to keep things simple, it includes everything from 1.5.1 (
link) and can be installed over
1.5 (
link) or 1.5.1.
Fixes
+ Sink no longer gives +1 hammer
+ Sink no longer gives defensive bonus
+ Sink no longer costs 1 extra movement point
+ Sink no longer gives a visibility bonus
+ Rugged now gives +25% defensive bonus
+ Mesa now gives only +25% defensive bonus
+ Mesa no longer has an improvement build time modifier
+ Wells no longer buildable on Groundwater-less Sink tiles
+ Mines only buildable on Mesa and Bonuses
+ Turbines, Solar Farms, Cottages can now be built on Polar
(The above covers off issues AHR4, AHR5, AHR6, AHR8, AHR9)
+ Goody Huts no longer appear on Dunes (DV20)
+ Can no longer found cities on Salt
+ Fixed Dunipelago mapscript so that bonuses are properly placed
New Gameplay Additions
+ The Bene Gesserit Mother School (Palace) now produces the Unique Resource Sisterhood Covenant. This is required to build Reverend Mothers. Any civ obtaining Sisterhood Covenant from the BG can now build Reverend Mothers.
+ Added some missing Units from
Ahriman's design (I've used different names from his):
- Swordmaster. Strength 18. Ignores city walls. +35% city attack. Requires Kindjal blades tech. (Uses japanese swordsman unit by danrell.)
- Missile Launcher. Strength 8. 1 movement, can bombard city walls, does collateral damage. Requires liquid fuel tech. (Uses WH40K Manticore by White Rabbit.)
- Devastator. Harkonnen UU. Replaces Heavy scorpion. Strength 35. 1 move. -30% city strength. Cannot enter peaks or hills. (Uses Cybertank by White Rabbit/C.Roland.)
- Sardaukar Legionary. Strength 14. Melee class. 1 move. Ignore city walls. +15% city attack. Requires Sardaukar Cooperation. National limit 10 Requires personal shields tech. (Uses quick and dirty Sardaukar reskin by yours truly.)
+ Included Arrakis mapscript version 0.52 for further playtesting
Art
+ Fixed various bonus resources so that they conform to the landscape
+ Reskinned Rock Arch feature from Age of Ice included - can be used to give the map more interest. Looks best on desert or graben IMO - lacks an icon.
+ Slightly tweaked Harvester improvement thanks to Lord Tirian
Renamed Units
Desert Raider -> Crysknife Fighter
Elite Bladesman -> Hardened Bladesman
Stealth Hornet -> Cielago (Bats are sort of stealthy and eat insects so it seems appropriate)
Maula Turret -> Assault Cannon
Maula Artillery -> Heavy Artillery
(A Maula Pistol fires poison darts - it was hard to imagine so many different variants of Maula launching devices)
Also, renamed the Tech Internment Camps -> Harsh Conditioning
Download Dune Wars 1.5.2
Please raise any issues in the modpack thread or the 1.5 feedback thread. I've not tested this very much, but hopefully it'll be OK...