Dune Wars: Revival

[modmod] DuneWars Revival 1.10 (Windows Installer)

Mr.M - original DW for whatever reason crashed to desktop immediately after starting the scenario, so I hopped from joy when DW Revival started crashing only after few dozen turns xD

Interesting that my mod lasts longer. The code is more efficient here indeed (and next version will be better as I revised the old python DW codes a few days ago) but it should probably mainly be a graphics card problem. Anyway...

Thanks for your help, maybe on smaller monitor, but I can simply play DWR on second comp, and the mod is amazing! Without crashing I could at last enjoy simply playing without worrying.
I especially like DW religions, not the simple civ4 version, but something positively different ;)

I'm glad you enjoy it. If you never played DW before then probably the religions should seem quite interesting as I indeed made an effort to buff them. My friends have been giving me good feedback. I particularly like the 'local golden ages' mechanic.



I intend to release a new improved version with house richese by the end of the month (some unique stuff coming up). If there's improvement suggestions I'm all ears, as different playstyles can lead to noticing different things.
 
Settler's future city fat cross is half square down, which is annoying.
Didn't report this earlier because I had more pressing problems.
I have this both on my PC and house laptop, so this is NOT problem with Radeon graphic card.
 
Just some screenshots, must be tried out, not described

This is very cool Mr M! :goodjob:

Had a little play as the Bene Tleilax and I really liked the flavoursome tweaks and additions you've made. I didn't get to really see the Ghola mechanic because I got flattened by a Fremen Mahdi steamroller (forgot how hard the AI is in this mod now!).

I like the visual polish too. One thing I did on my copy is revert my versions of the faction flags which better match the original faction colours you are using e.g. Corrino purple rather than black etc.

There were a few ideas I had for the mod to make it more flavourful will perhaps you could consider:

Carryalls

I would love to see this being used for what they are used for they are used for in the books namely deploying and re-deploying Spice Harvesters. Perhaps if an empty Carryall is in range when a Sandworm attacks a Spice Harvester improvement then the Harvester could appear in the Carryalls hold (a Promotion?) giving a chance to redeploy the Harvester somewhere else. If there were 3D graphics for the carryall carrying the Harverster then even better.

Capturing Sandworms

It would be fun to have some kind of Sandworm capturing mechanic. Either via a specialised carryall or perhaps via setting some sort of trap. Possibly coastal cities could have a Sandworm Enclosure building and then when a Sandworm is captured it could become a Captive Sandworm building that yields a certain fixed amount of spice.

Atomics

It would be great if the Atomic missile could change the shape of the landscape. I'm thinking when it explodes it should change the height of all tiles in a 9x9 square to Sink and the terrain type to Rugged. I did a little World Builder test of this and it looked pretty cool.

Fremen Tribal Sietch - Caves Improvement

When I added the Caves terrain feature I was thinking that there could be a Fremen-only improvement that could only be built on Caves. I was thinking something like Tribal Sietch which would maybe add a population point to the nearest city and some commerce - perhaps there's a better idea for what it could do.

Bigger Sandstorms

I always wanted to have randomly spawning 2x2 and 3x3 size Sandstorms so that they are more of a serious threat - plus they will look more epic on the map! If this was done maybe there would need to be some Sandstorm countering Promotions and alternatives to the Weather Control Satellite for reducing the impact of Sandstorms.

Anyway, I thought I would mention these ideas seeing as you have already implemented a lot of cool flavourful ideas in this modmod.

I do feel your work on this deserves a wider audience. It may be worth adding the Dune Wars ModDB page so that more people can find it? I think if it was uploaded there with some screenshots and descriptions of the new features then it would get a fair bit of interest.

P.S. Maybe you could re-brand this DuneWars Messiah rather than Revival! ;)
 
hey guys,
long time since i visited this forum let alone dune wars,

glad to see yet another revivel to the mod.

keep up updating, this is one unique mod.


as for dear deliverators suggestions:

Atomics

theres a small python code that does something like this that chages tiles to water after explotion, its called planet buster, its in a thread called the_j something.

only downside i know bout it that its not multiplayer friendly.
 
Settler's future city fat cross is half square down, which is annoying.
Didn't report this earlier because I had more pressing problems.
I have this both on my PC and house laptop, so this is NOT problem with Radeon graphic card.

Yes, it changes with the camera/perspective changes instead of being fixed to the plots. It was already like that in the original mod. Not sure what codes should I look at. Not a big deal though.

This is very cool Mr M! :goodjob:

Had a little play as the Bene Tleilax and I really liked the flavoursome tweaks and additions you've made. I didn't get to really see the Ghola mechanic because I got flattened by a Fremen Mahdi steamroller (forgot how hard the AI is in this mod now!).

Ah, another happy victim of the Jihad.

There were a few ideas I had for the mod to make it more flavourful will perhaps you could consider:

Carryalls

I would love to see this being used for what they are used for they are used for in the books namely deploying and re-deploying Spice Harvesters.

Probably won't use the normal Carryalls for that, no point in complicating the AI part (meaning they have already their "specific tasks", no point in a carryall leaving an assault plan to grab a harvest and complicate things). Maybe a new "Carryall worker" or "something" related to the Spotter Control.

Capturing Sandworms

It would be fun to have some kind of Sandworm capturing mechanic. Either via a specialised carryall or perhaps via setting some sort of trap. Possibly coastal cities could have a Sandworm Enclosure building and then when a Sandworm is captured it could become a Captive Sandworm building that yields a certain fixed amount of spice.

Something to chew on.

Atomics

It would be great if the Atomic missile could change the shape of the landscape. I'm thinking when it explodes it should change the height of all tiles in a 9x9 square to Sink and the terrain type to Rugged. I did a little World Builder test of this and it looked pretty cool.

Noted. 9x9 is a bit much though. Not sure if mesa should be flattened, that would make the city almost useless if it has no wells.

Fremen Tribal Sietch - Caves Improvement

When I added the Caves terrain feature I was thinking that there could be a Fremen-only improvement that could only be built on Caves. I was thinking something like Tribal Sietch which would maybe add a population point to the nearest city and some commerce - perhaps there's a better idea for what it could do.

I've added in the next version the ability for the fremen to build the regular cottages in caves. I'll see how that goes. Maybe a unique improvement could be made.

Bigger Sandstorms

I always wanted to have randomly spawning 2x2 and 3x3 size Sandstorms so that they are more of a serious threat - plus they will look more epic on the map! If this was done maybe there would need to be some Sandstorm countering Promotions and alternatives to the Weather Control Satellite for reducing the impact of Sandstorms.

Well, ok, they would look good, but a 3x3 storm approaching your first city and your first improvements can pretty much mean retiring immediately as the setback may be too big.
Understand, I don't want things to just look good and have flavour, I want them to have some strategic value, balance and the AI should be able to handle them. I had to scrap half of my own ideas actually. I could've made the mod feel and look even crazier but without set limits nothing works for the long run. I rather have it feel solid.

I may add the spawning of groups of 2 or 3 sandstorms in the late game, but that's probably it.

I actually made some changes to sandstorms for the next version, which will make them more balanced - in my perspective. I didn't like their ability to erase units just because you forgot to move them out of it. There's no strategic value in such mechanic just annoying micromanagement. And, of course, the AI was clueless.

One can't move into sandstorms and they'll do damage moving into a plot and not after moving out from it, so you can't escape the consequences. But their base damage is now only 10% (randomly up to 35% depending of terrain) and they can only kill units below 35% health (the max damage). Units without base strength like workers have a small chance to die, otherwise they'll be immobilized temporarily inside the sandstorm (no point in "damaging" workers).

I do feel your work on this deserves a wider audience. It may be worth adding the Dune Wars ModDB page so that more people can find it? I think if it was uploaded there with some screenshots and descriptions of the new features then it would get a fair bit of interest.

Thanks. I'll think about it once I consider the work as "finished" and I'm sufficiently pleased with it. Priority now (after a considerable amount of tweaks and work in the code (almost every freaking file has some kind of changes/additions)) is to add more civs.
Thanks for the suggestions.
 
keldath said:
hey guys,
long time since i visited this forum let alone dune wars,

Hi Keldath. Yeah, it's cool that people are still enjoying Dune Wars nearly six years after you released the first version. :)

Yerltvachovicic said:
Settler's future city fat cross is half square down, which is annoying.

Yes, it changes with the camera/perspective changes instead of being fixed to the plots. It was already like that in the original mod. Not sure what codes should I look at. Not a big deal though.

This a consequence of the changes we made to the height-map to create the unique landscape of Dune Wars (changing Hills into Sink, Peaks into Mesa, etc). As far as I know the fat cross is built into the engine and therefore isn't fixable. I would suggest using the Grid overlay to check city placements.

Ah, another happy victim of the Jihad.

Yeah, it's fun when you're perpetrating it, but quite tough to counter especially as the Tleilaxu since almost everyone else takes the opportunity to declare war.

Noted. 9x9 is a bit much though. Not sure if mesa should be flattened, that would make the city almost useless if it has no wells.

Yes, that could be a bit much. Theme-wise it would be good to have some terrain alteration to echo the use of Atomics to penetrate the Shield wall in the novel, but it would need to be balanced and fun. There are some other interesting ideas around atomics in this old thread. I quite like the idea of having Stoneburner that applies a Blind promotion to units with a radius of it.

Understand, I don't want things to just look good and have flavour, I want them to have some strategic value, balance and the AI should be able to handle them. I had to scrap half of my own ideas actually. I could've made the mod feel and look even crazier but without set limits nothing works for the long run. I rather have it feel solid.

This is a very good point. Gameplay and the AI should be a priority as you say. Larger sandstorms could easily be devastating and very un-fun. Maybe as a late game or rare event as you say. The changes you've made to them sound good.

Priority now (after a considerable amount of tweaks and work in the code (almost every freaking file has some kind of changes/additions)) is to add more civs.

Looking forward to see what you have in the next version! :)
 
This a consequence of the changes we made to the height-map to create the unique landscape of Dune Wars (changing Hills into Sink, Peaks into Mesa, etc). As far as I know the fat cross is built into the engine and therefore isn't fixable.

I see. I suspected that. In that case, Yerltvachovicic, I can't really change it. It's "part" of the game :).

Yeah, it's fun when you're perpetrating it, but quite tough to counter especially as the Tleilaxu since almost everyone else takes the opportunity to declare war.

I hope you give it another try. The Tleilax are somewhat a freak civ in the world of Civ IV. It should take a few games to appreciate every ability (I hope).

Yes, that could be a bit much. Theme-wise it would be good to have some terrain alteration to echo the use of Atomics to penetrate the Shield wall in the novel, but it would need to be balanced and fun. There are some other interesting ideas around atomics in this old thread. I quite like the idea of having Stoneburner that applies a Blind promotion to units with a radius of it.

Changing the terrain is easy. What and how it should be changed is the question. I'm reluctant to get rid of mesa as that is an important source of water, even if it is in the very late game.
What should a blind promotion do? To diminish sight is useless, so I guess you have another idea.

This is a very good point. Gameplay and the AI should be a priority as you say.

I want the game to feel as fancy as Ffh2 in a way, but stilll be a proper enough strategy/management game basically.

Looking forward to see what you have in the next version! :)

Well, I would've already finished it but I like to rethink and review things and I'm busier this month.

Anyway, as an example, Richese leaders will have a new fancy trait called 'Technician':

No unhealth from constructed buildings;
75% more hammers from outcrops;
Lost production is transfered to the closest city instead of turning into gold
+1 hammer in city plot;
maybe +1 happy from industrial complex (theyll have an unique building for this class).

Their unique resource "Nanotech" will open the way to several different promotions (one of them even allows units without base collateral to do a little). And some more stuff...
 
I hope you give it another try. The Tleilax are somewhat a freak civ in the world of Civ IV. It should take a few games to appreciate every ability (I hope).

Don't worry I am! But I dropped a couple of difficulty levels for my new game...

Changing the terrain is easy. What and how it should be changed is the question. I'm reluctant to get rid of mesa as that is an important source of water, even if it is in the very late game.

Maybe it could create a crater with mesa around the edge so at least there's a possibility of making a viable city again once the fallout is dealt with.

What should a blind promotion do? To diminish sight is useless, so I guess you have another idea.

The suggestions from the thread I linked to were a severe negative promotion e.g. -50% possible and/or being immobilised. I guess the blindness could have a chance to wear off each turn. We also discussed whether there was a way to get replacement Tleilaxu eyes into the mod but that is probably too niche a feature given that blindness won't be common.

You should definitely consider putting this on ModDB once you're happy, if only to have it hosted somewhere without the annoying Captcha thing. If want to use the existing Dune Wars page then I can add you to the ModDB Dune Wars group. Even in its current form I think people would enjoy the enhancements you've made.
 
Heh, all this talk about atomics just made me realize that there's probably a need for a missile carrier unit. They also need tweaks in other code departments.

The suggestions from the thread I linked to were a severe negative promotion e.g. -50% possible and/or being immobilised.

Hmmm, but collateral damage already diminishes a unit's strenght... Ok, I'll leave that for later. This kind of suggestions are a little on the extreme side of things. I don't know right now. Maybe some chance for a temp promotion that stops a unit from being able to attack.
 
Noticed a minor bug: I got a Suspensor Transport as a spawned Face Dancer Fighter but it had no Suspensor Travel promotion. This meant it was pretty useless as it could only move one tile per turn across desert.

Not sure exactly when/how Face Dancer Fighter units spawn? Is it related to Espionage missions?
 
Noticed a minor bug: I got a Suspensor Transport as a spawned Face Dancer Fighter but it had no Suspensor Travel promotion. This meant it was pretty useless as it could only move one tile per turn across desert.

Not sure exactly when/how Face Dancer Fighter units spawn? Is it related to Espionage missions?

Transports can't get the Face Dancer Fighter promo. Did you really built it or something else? If you built it send me a save game right before that happens.

All the qualified units have a 25% chance to get that promo after training.

Edit:
You were refering to the ghola mechanics (those are not the same as face dancers), I understand now.
I spotted the problem and is now corrected. Thanks for mentioning it.
 
You were refering to the ghola mechanics (those are not the same as face dancers), I understand now.
I spotted the problem and is now corrected. Thanks for mentioning it.

It might be worth if units created via the Ghola mechanic have a Ghola promotion so that you can tell where they've come from?
 
They do. What are we missing here?

The Suspensor Transport I was talking about only had the Face Dancer Fighter promo and no other promos. Should it have had a Ghola promo?
 
Ok, you have to send me a save game. Otherwise, I don't get it.

Attached my save game and here is a screenshot:

Spoiler :
 
Ok, I can only understand that if you upgraded that transport from a scout thoper. Was that it?
 
Ok, I can only understand that if you upgraded that transport from a scout thoper. Was that it?

Yeah, I think that is what I did.
 
Yeah, I think that is what I did.

Mystery solved. Not a bug just an oversight of mine. I allowed scout thopters (i hardly ever build those,heh) to upgrade to transports but, according to the normal upgrade code, of course that the new transport, since it came from a thopter, does not get the suspensor promotion (and it just happened that the scout had the face dancer promo already).

I'll make an addition to the upgrade code to correct that.

Funny enough, you actually made me find and correct a bug elsewhere, so thanks for that:).

Feel free to worldbuild the suspensor promo in that unit. Btw, no remorse in spanking Lady Margot?
 
Btw, no remorse in spanking Lady Margot?

I'm only playing at Chieftain difficulty to learn all the features so it was quite easy!
 
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