ChrisAdams3997
Prince
>>>Download Dune Wars Patch 1.9.5 Here<<<
Like all the previous patches, this can be installed onto a clean 1.9.1 install(download here), or any patched version after it.
While there are some minor balance fixes here, the main aspect of this new patch is the AI work that has resulted in a much more economically competent AI, so you can expect it to be more challenging to build a huge tech lead, especially at higher difficulties. At the same time, the combined effort with the AI code and handicap rebalancing should reduce unit spam issues while still keeping the AI rather dangerous. We've also solved the issues with AI transports dropping their cargo when invading which by itself makes them much more competent at war. I hope everyone enjoys the work we've accomplished here, and I look forward to hearing feedback from players, even those who normally don't post much .
There's also a lot more going on between ongoing balancing to make this great mod even better, improvements to air combat that I hope everyone will enjoy, a general reworking of the Ixian Mech units that keeps much of what was fun about them before and makes them even better, and several refinements in religion spread and founding, just to name a few areas.
Patch Notes
Like all the previous patches, this can be installed onto a clean 1.9.1 install(download here), or any patched version after it.
While there are some minor balance fixes here, the main aspect of this new patch is the AI work that has resulted in a much more economically competent AI, so you can expect it to be more challenging to build a huge tech lead, especially at higher difficulties. At the same time, the combined effort with the AI code and handicap rebalancing should reduce unit spam issues while still keeping the AI rather dangerous. We've also solved the issues with AI transports dropping their cargo when invading which by itself makes them much more competent at war. I hope everyone enjoys the work we've accomplished here, and I look forward to hearing feedback from players, even those who normally don't post much .
There's also a lot more going on between ongoing balancing to make this great mod even better, improvements to air combat that I hope everyone will enjoy, a general reworking of the Ixian Mech units that keeps much of what was fun about them before and makes them even better, and several refinements in religion spread and founding, just to name a few areas.
Patch Notes
- Considerable AI overhaul:
- AIs much less likely to tank economies early on
- More competitive in the tech race
- Worker AI improvements, especially concerning spice production
- Transport danger/dropoff AI fix
- Numerous other smaller fixes/tweaks
- Handicaps also overhauled:
- Less 'artificial' AI bonuses, more focus on a more natural difficulty curve throughout the game.
- considerably less 'unit spam' at high difficulty levels and in the late game
- (this doesn't mean to expect them to be pushovers though )
- Siege Weapons further rebalanced (base combat limits and collateral damage reduced)
- more likely to survive but do less maximum damage
- Siege Promotions also tweaked to encourage more specialization
- Drill encourages survivability at the cost of collateral damage
- Barrage needed for heavier collateral damage, but sacrifices survivabilty
- Overhaul of Air Combat
- All air combat (air-air and air-ground) revamped to account for promotions/terrain/etc. in a way more in line with what a player would expect
- This includes including anti-hornet promotions (AA Rockets) and defensive ground/fortification bonuses into the combat model
- Air units receive fractional xp for successful bombing and airstrike missions based on interception risk
- Air units intercepted by ground units can inflict small damage to the intercepting unit and both receive xp based around damage dealt to the other unit in the exchange
- Religion fixes:
- Bug preventing free missionaries from spawning sometimes when founding religions fixed
- Imperial no longer removed from holy city if another religion is spread to it
- Small refinements in religion wildfire spreading (on founding certain religions) and holy city placement
- Tleilaxu automatically convert to their religion when it is founded and can't switch to no religion
- Ordos TechByConquest Ability
- Upon capturing an enemy city, they can steal tech points in any researchable tech(s) the other team has based on how much more advanced the other team is
- Mech Overhaul:
- Less restrictive upgrade path, more encouragement for using a diversity of mech types at the same time
- Late game promotions that can boost the strength of all mechs with it by +2
- Unit number limits for all mech classes
- See This Post for more information
- Misc. Fixes/Tweaks:
- Various text fixes
- AIs now value Sapho Juice(if they can build mentats) and ginaz training in trades
- Political gives 2 free culture instead of 3
- Golden Ages slightly longer
- Ducal Guard and Order of Agamemnon require the unit to have fought 1 or 2 battles respectively to give them to a unit (no fresh recruits)
- 'Fanaticism' Tech can be reached from 'Faith' or 'Defense Tactics'
- Pilgrimage Sites moderately more expensive (170->210)
- Fixed bug allowing Fremen to build all aircraft, now restricted to just Wasp Interceptor as intended
- Siege Units display XP from winning battles correctly in the Combat Odds
- Increased Civic costs (Organized now much more useful)
- Unit costs increase the higher a player goes over their free unit cap