Dune Wars

Well, it is very atmospheric mod. One of most playable Sci-fi mod of all. And here is best terraforming script. Overall impression - wonderful!
 
Version 1.9 of Dune Wars is now available! See you on Arrakis.

Reviews of Dune Wars 1.8

Feature in PC Gamer

User Created Review

CIV IV Dune Mod = Awesomeness

Screenshots Thread by WendyG

Screenshots
Spoiler :
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Headline Features and Changes
Completely new Espionage Design with lots of new Espionage Missions and unique Espionage units for factions - see here.

New Units
Mahdi Mujahid, Waterstealer, Traiter, Sardaukar Agent, Spy Drone, Narcotics Dealer, Acolyte, Truthsayer, Sandshadow.

New Buildings
+ Monestary building (+1 culture, +10% culture, +10% science, 1 priest slot)
+ Razzia Command world wonder (+100% Enemy War Weariness)
+ Missionaria Protectiva UB for the Bene Gesserit (+2 espionage points, +1 happy for now )

New/Changed Traits
+ New Mercantile trait that gives a foreign trade bonus
+ New Abomination trait for Alia - her other traits change with a 2% chance each turn
+ Relgious trait now provides a free Great Prophet on founding a religion.

Goody Huts have been replaced with Botanical Testing Stations

There are a variety of new effects including:
+ Hammers at your nearest city
+ Beakers towards your current research
+ Bonuses and Improvements such a Date Plantation appearing
+ Better free units such as Quads and Vulture Thopters (a Poorly Maintained -20% strength promo is applied to stop this from being too strong)
+ More and stronger barbarians, including a new Waterstealer unit that actually takes water from your cities

New Promotions
+ Zeal promotions - conquest oriented
+ Cave Fighter promotions - take tactical advantage of rocky terrain and new Cave features
+ More Siege Unit promotions+ Ducal Guard and Order of Agamemnon promos for the Atreides
+ Stillsuit promotion allows movement across the desert, but you must be friends with Fremen to get it.

Other Headlines
+ Big AI improvements thanks to the merging of Better BTS AI 1.01. City site selection is also improved.
+ Unique faction resources and off-world goods tidied-up
+ Tleilaxu plague mechanic nerfed
+ Tech tree adjusted and layout re-organised.
+ Health completely overhauled
+ Slavery Civic is now Harkonnen only
+ Extensive Unit Re-Balancing
+ Defensive Withdrawal implemented - defenders may withdraw to an adjacent tile
+ Mapscript Fixes and Improvements
+ Wildfire spread mechanic for the Mahdi and Technocracy religions. Cities will adopt with a certain probability on discovery of the religion. With the free missionaries given at Qizarate this means that you can see all 7 religions present in the late game.
+ Mahdi Shrine now gives +7 Military Production per global city with the religion.
+ Civilization Animosities implemented - Harkonnen dislike Atreides, etc
+ Inquisitor mechanic re-implemented
+ The Fremen now get a free Shai Hulud Sayyadina at Fanaticism
+ Cultural borders now extend freely across the desert
+ More of the Dune Encyclopedia filled out
+ French Translation by calvitix

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

Have fun...

Join the discussion at the Dune Wars Forum

More information on development between Dune Wars 1.8 and 1.9 can be found here.
 
Does DW just use 1 map?

The default flat map has the polar ice region in the middle of the map and then there is a "ring" of land/rock. The rest being sand. Are there specific map scripts for DW besides the default flat map?

Has anyone tried adapting an Archipelago map for DW. Then you could use a cylinder world map and the have both polar regions. The archs and islands would then be your Rock areas. Sea levels would then dictate the amount of Sea/Sand vs Rock/land. ( Similar to your flat maps "land" % )

If this has already been done and is available could someone point out where?

The Arch cylinder Map would allow more randomness for usable land and take out some of the predictability of the Flat map. Because once you've played several games of DW you "know" where the usable land will always be. Which then throws the game into a predictable land "rush". The 1st time a new player uses the Flat map of DW they are not aware of this but the AI of course always knows this.

Just some thoughts and impressions from playing DW.

JosEPh :)
 
DW includes two map scripts: arrakis, which is the default, and dunipelago. Each time you start the game the map is different. The arrakis script generates a polar map. Apart from knowing that the polar region is in the center, each game should be different.

The dunipelago map is a variation of the standard archipelago, just like you describe. Most people think it is less Dune-like, since the polar region is spread out. But you can select it in the map setup screen of the game.
 
I found it right after I posted. I actually think the dunipelago is more realistic as Arrakis has 2 poles. Funny I hadn't really looked into the Dune maps until the 1.9 version. I had always used the default. I've been a fan of your mod since version 1.3, but have rarely posted about it.

I have a good dunipelago game going at the moment. Using Sandshadows to explore the map as they seem to hold up better than the Fremen Scout.

The IX bonus for their Suspensor units makes them a royal pain. But Hardened Bladesmen on Sandworms hold their own, especially if you can catch the IX next to the sand. Suspensor units for the Fremen are rather weak in comparison.

Hope you had a Happy Thanksgiving and Thanks for the Mod. :D

JosEPh :)
 
I actually think the dunipelago is more realistic as Arrakis has 2 poles.
In book only north hemisphere of Arrakis is inhabitated by Great Houses. Whole south is under fremen control. When playing for fremens, you can purchase units from southern lands.

By the way, lasergun units and shield fighters must have penalty against each other.(according to book)
 
By the way, lasergun units and shield fighters must have penalty against each other.(according to book)

Lasguns can't be used against shields in the Dune universe, as this causes a massive explosion akin to a nuclear blast. We have discussed this before, but there wasn't a fun way to model it so we ignored it. Having nuclear blasts everytime a lasgun unit attacked a shielded unit would get annoying very quickly.
 
In book only north hemisphere of Arrakis is inhabitated by Great Houses. Whole south is under fremen control. When playing for fremens, you can purchase units from southern lands.

<snip>

Really! How?

I'd like to know more about this!

JosEPh
 
Once you research Off World Trade as the Fremen player then you can use the button in the top right of the main screen to access the 'Gathering of the Tribes' screen shown below:

Spoiler :
Civ4ScreenShot0057_ss.jpg
 
as far as i can tell this is a very well done mod :)
thanks

edit: is there any plans for (custom) flexible difficulty like in RoN - AND ?
 
edit: is there any plans for (custom) flexible difficulty like in RoN - AND ?

I'm not sure how custom flexible difficult works in AND... what would it be like.
 
Basically if you are progressing faster than the AI(s) then your level of Difficulty is stepped up to the next level. So if you start a game at Noble and you're cruising past every AI then you get bumped up to Prince. This is evaluated every 50 turns.

The opposite holds true if you are getting your posterior handed to you by the AI, you drop down a level.

And of course there is always the "option" available o turn it off.

JosEPh
 
yeah i made sure to mention "custom" flexible difficulty because there is one that does what joseph explained but also one that allows you to set a min/max difficulty and select how many turns it is checked.. among other things.
 
this mod looks great and feels complete and professional :( sadly when using multiplayer oos happens during first combat with ai (3 games tested) :( any tips or hints to prevent that??? i saw somewhere something about holding shift to clear cache ? but dont know when...
 
this mod looks great and feels complete and professional :( sadly when using multiplayer oos happens during first combat with ai (3 games tested) :( any tips or hints to prevent that??? i saw somewhere something about holding shift to clear cache ? but dont know when...

There is a new version of Dune Wars that includes some fixes for multiplayer here. Let us know if this improves things for you.
 
Thank you for swift response i am trying this version with friends but in first turn after launching game warning appears, Bug options - cannot locate settings folder and this warning spams every turn. Some path is not correctly set i guess. Thank you in advance, cause i want to play this too much :)
 
Thank you for swift response i am trying this version with friends but in first turn after launching game warning appears, Bug options - cannot locate settings folder and this warning spams every turn. Some path is not correctly set i guess. Thank you in advance, cause i want to play this too much :)

All you need to do is the following:

1. Find your existing directory My Documents/My Games/Beyond The Sword.
2. Underneath that, create a directory Dune Wars. Underneath that create a directory UserSettings (no space between "User" and "Settings")

So the directory My Documents/My Games/Beyond The Sword/Dune Wars/UserSettings needs to exist.

The installer should do this - I'm not sure why that bit isn't working.
 
Sadly i have it created, and its full of ini files (installer made it i think) still warning spamms the game :(
 
Have you tried restarting the game completely since making the folder?
 
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