incremental patch discussion

However, so far, I have failed to understand how corporations cause the AI to build improvements outside the BFC

Unfortunate. It doesn't surprise me that its quite complex. Best of luck!
 
Just a thought (on AI spice issues): if we had to go back to the corporation method, it wouldn't be that big a deal.

It might be worth testing with that method on, to make sure that it really is the spice bonus going from corp -> palace that caused the problem, and not just some of the worker changes from the BBAI upgrade.
 
Yes, I agree that reverting to the corporation may be the best approach if I cannot figure out how to improve the AI to handle the building yield directly. There is no BBAI change between 1.7 and 1.7.1, so it may be interesting to see if the number of harvesters built by the AI is significantly better with 1.7.
 
Sorry to interrupt you two on improving the awesome mod but my game has hung around 5 times at about the 250th turn. Upon load each time it crashes on the next 5th turn.

This mod is so good and i really want to play it but there are only so many times in which i can go through treaties, negotiations, wars, city/unit/building productions to all be lost late in-game -

If you are familiar with fixes for this then please tell me.

Grazie

ver. 1.7.1
 
Thanks for the feedback. We believe that this is due to some bug in the "multiple production" modcomp which was added. I have locally removed that, and several other save games which were reporting a hang are now working OK. There is one other point I want to address regarding AI interest in building spice harvesters, but I have had some trouble fixing that. My plan was to release 1.7.2 with both of these fixes. But perhaps I should stop trying to figure out the harvester problem and release 1.7.2 with only the hang fix.
 
I'm not too familiar with the process of uploading patches,updates on a regular basis due to my lack of game modding.
But if it is quick and easy then this surely outweighs the need to address many problems at once.

Thank you for your work on this mod, it truly is fantastic. Heh, i only really registered to address this issue and to praise the work on the mod so that must mean something.

Keep it up!
 
Is it just me or do the Fremen have it real easy in the early/expansion part of the game.
Allowing Settlers and scouts to travel through the deep sand allows you to, almost, dominate the polar region and plant cities into future enemy territories.

Of course we (i say we ^^) cannot disallow the Fremen from traveling through this terrain as it's their major characteristic and right.

Is there any room for tinkering around with the "crossing terrain penalty" so it takes longer for them to get across the sand oceans?
 
Thanks for the feedback! Most gameplay related feedback can go onto the "1.7 feedback" thread. The Fremen are supposed to be a little more powerful in the early game, exactly as you have found. Do you find that you can win early playing the Fremen? That would be bad. Other civs have abilities that kick in later, such as the Reverend Mother. This is similar to vanilla civ, where some UU are early game units and some are later game units.

BTW, regarding the patch, it may be a few days before I have the time to put it together. There are several submissions from other people I need to merge in, and then I will put it out. Please stay tuned.
 
True.... lots of fun. Mass Effect 2 is also not bad, though not as good as DA:O I think. DA:O allows for some actual roleplaying in a way that ME2 does not.

Spoiler :

I thought the later stages of DA:O were a bit weak though. No plot-twists, nothing unexpected, and a dull final enemy who had no personality at all. Just a mindless beast.

Much less interesting late-game than P:Torment, KotOR 1, or BG 1 or 2, or NWN2.

Fantastic early game though, and the origin stories were well designed.
 
To possibly throw some extra work at you guys, in a recent game that I've been playing the spice worker unit automation seems screwy. Sometimes it works o.k., but a lot of times, the workers will walk straight to cities and stay there, even when there is open spice in my territory. I am not sure whether this has to do with distance, or some other factor (The spice workers seem to handle automation better when they are already on spice, though this is by no means certain, and the distance to the open spice doesn't seem to matter as much.)

I have read about some AI spice harvester issues earlier in the thread, so am not sure whether these two problems are related (These are my spice workers that are screwy, just to make things clear).
 
Yeah, I've definitely noticed this. This is the AI problem, with worker AI not properly building harvesters.
 
Got another oddity. (Yes, I've been playing more intensely recently. :) )

When I accidentally moved my palace from the founding city to another city, it's spice income disappeared. (I went from somewhere around +300 gold income to -10 gold income, and the treasury did actually decrease in accordance with that income.) The two save games are attached, Dune Bugged is with reduced income, Dune is when I moved the palace back to the founding city, and income went back ot normal. I don't have screenshots, though. I did not try saving, exiting, and restarting to see if that solved the issue.


(Since you seem to have decided ot go back to a corporation for now, this may not mean anything, but at least it's reported in case you try out the palace feature again.)
 

Attachments

Interesting! Thanks for reporting this.

While the human player doesn't move their palace often, the AI moves its palace automatically if it loses its capital, but we want it to retain its spice income.
 
Eagerly awaiting while i hammer cIV:Rise of Mankind in conquest mode until i can play it!
It's good but Dune has a feel about it

I've been keeping up with all the relevant posts regarding Dune Wars and understand the time it takes to put all this together and of course RL coupled with other console games get in the way too.

Salivating over the announcement of ciV. But that will wait.. i have to have a full game of Dune!!!
 
We're definitely due an incremental patch in this incremental patch thread so here's...

Dune Wars Patch 1.7.1.1

You must install the Dune Wars 1.7.1 patch first.

+ Unique art for the Ordos Chemical Trooper using WarKirby's Hyperian unit which was a perfect fit - complete with sounds and a visual attack effect.

Spoiler :
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+ Lots of new game speech sounds from Emperor:Battle for Dune - the new game speech soundsets are named Airbourne, Carryall, Chemical Trooper, Dune Tank, Fedaykin ("The sand will run red"), Fremen Fighter ("Their water is ours!", "Love live the fighters!"), Hawk Radio, Imperial, Scout Thopter, Thopter and Transport. These has been liberally distributed to relevant units. The Harkonnen also have improved Order and Select game speech.

+ The Fremen Homeworld screen is now hopefully more in theme. Screen elements that did not really make sense for them have been suppressed. All the text can be amended easily via XML if people don't like it.

Spoiler :
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+ Included Keldath's fix for the missing Corporation and Espionage Advisor icons.

+ Also re-including the Trike unit art files as I noticed a strange issue where the wheels kept spinning when the trike was stationary. Including these files seemed to resolve it.

>>>>>>>>>>>> DOWNLOAD HERE <<<<<<<<<<<<<<
 
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