Dune Wars Humble Fan Patch

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Interesting :)

My only comments :
Smugglers : do you know how if calculating the amount of golf of the mission ? because I always found it is far more profitable to produce wealth directly with a city than produce smuggler, then send them, than wait couple of turn ... (and sometime then wait for nothing because they died). So smuggler aren't really usefull.

Tleilax : beware to not make tleilax too powerfull. They are already very mighty.
 
very very nice friend,

good job.

Thank you very much:)
Interesting :)

My only comments :
Smugglers : do you know how if calculating the amount of golf of the mission ? because I always found it is far more profitable to produce wealth directly with a city than produce smuggler, then send them, than wait couple of turn ... (and sometime then wait for nothing because they died). So smuggler aren't really usefull.

Tleilax : beware to not make tleilax too powerfull. They are already very mighty.

Smuggler: I made them invisible so that you don't have to babysit them. Just click on the city and forget about them until they arrive without fear. I think this is a decent decision.
They now can also enter closed borders. Its smuggling, not a diplomatic mission.
Now, I have to make a few more tests and tweak their hammer cost and average gold reward.
I would really like to make them useful. And I agree with you, I hardly ever made one.
I wonder if I could give them another ability, but I don't think so.

Tleilax: This is what I have in mind for now:
-can't copy barbs (water insect is too exploitable)
-20% of the melee and guardsman army on average per game to get the face dancer fighter promo.
-a percentage to decide regarding the copying chance when winning a fight. Maybe allow copying on attack only, not defense.
- a percentage chance for the face dancer promo to disappear ("copy limit reached") when doing a sucessful promo copy.
- and/or: tanks can't copy units with the face dancer fighter promo.

Hopefully i can make it suficiently fun but also balanced.
 
For smuggler actually I thank more of the destruction by storm and worms than ennemies. Same problem with missionaries so it is not really possible to "clic and forget". Dune is very dangerous :p
 
For smuggler actually I thank more of the destruction by storm and worms than ennemies. Same problem with missionaries so it is not really possible to "clic and forget". Dune is very dangerous :p

Worms can't attack invisible units.

Regarding sandstorms: how about if I gave smugglers, missionaries 2 combat str and made them defensive only like a scout thopter so that there's a chance for such units to not instantly die to the storms?
Sounds good to me right now.

Let me know what you think of my recent Smuggler described on first post.
 
If it's works it seem good.

Also I always found annoying the scout thopter constantly be destroyed by "surprise" which is really weird for a scouting vessel. I have add them a high withdraw chance built-in. So they can escape and survive, and do their job : discover.
 
Looks cool :)
 
If it's works it seem good.

Also I always found annoying the scout thopter constantly be destroyed by "surprise" which is really weird for a scouting vessel. I have add them a high withdraw chance built-in. So they can escape and survive, and do their job : discover.

2 str is (usually) enough to not instantly die from storms assuming full health.

I'm not sure, but I'm thinking of adding 2 str, only defend to missionaries, inquisitors, great persons.
It'll help the AI that doesn't consider storms when moving such units, although I think that its coded that the AI should suffer less kills from storms.

Workers should stay the same for sure, losing some its part of the game.

I'll add more withdrawl to the scout as well. Not sure if they should be a favorite to withdraw, though.


I think that I have completed my Ecaz changes. Hopefully they'll look less dull. The Addict Population mission should be powerful.
 
The addict pop mission for ecaz seem too powerful. Maybe you can make a delay between two of these, like the assassination of BT ?
 
The addict pop mission for ecaz seem too powerful. Maybe you can make a delay between two of these, like the assassination of BT ?

One of my first breakfast thoughts was: "I have to add a restriction to the addiction mission" - I fear I may be dedicating too much thought to this little work, lol.

Besides high cost and difficulty, two ideas I'm considering:
a) targeted city becomes immune to future addictions, but a receiving city may get more specialists if it continues to be the "home city in closest range" in other similar missions.
b) targeted city becomes immune to it for 15 turns.

I'm becoming inclined to a). Unlimited free specialists is too powerful even if it would require a lot of spy pts.
I think the mission goes well enough with the theme of boost self/harm opp's economy theme, though. I would like to make it work.


- Regarding Sandstorms:

Man, I was completely wrong about how their damage work. Kill chance is not related to combat str.
I checked the python code this morning and the lines for kill chance at StormDamage are (more lines for just damage dealt if not a kill would come below):

Spoiler :
iRnd2 = CyGame().getSorenRandNum(100, "stormdmg4")
iUnitCombat = pVictim.getUnitCombatType()

iKillChance = 50
if (iUnitCombat == self.iUThop):
iKillChance = 90
if bAI:
iKillChance = iKillChance/3
if bCity:
iKillChance = 0

if (iRnd2 < iKillChance) or (iDam > 75): # kill it
etc


If I'm reading it correctly, it means:
Base kill chance is 50%;
For Thopters 90% (that freaking explains those magic Thopter stacks "vanish tricks"!);
For AI units, the chance is divided by 3;
City units do not get killed.

The above assumes health above 25%. If a unit is below 25% health it gets killed:
(iDam > 75): # kill it.

I made some changes:
Spoiler :

iKillChance = 50
#Horatius fan patch changes
if (iUnitCombat == self.iUThop):
iKillChance = 75
#Horatius fan patch changes
if bAI:
iKillChance = iKillChance/3
if bCity:
iKillChance = 0
#Horatius fan patch addition
if (iUnitCombat == gc.getInfoTypeForString('NONE')):
iKillChance = 15
if (iUnitCombat == gc.getInfoTypeForString('UNITCOMBAT_SPY')):
iKillChance = 15
if (iType == gc.getInfoTypeForString('UNIT_MONITOR_WARSHIP')):
iKillChance = 0
#End Horatius fan patch addition


Now:
Thopters get a 75% base chance to be killed (it was too high for my taste; its still high!).
Missionaries, Inquisitors, Spies, Smuggler, GPs, Kwisatzk units, StoneBurners, Atomics get a 15% base chance.
Monitor Warship does not get killed by storms (I consider an oversight the fact that Monitors would get killed by storms with the same percentage as Thopters...).

Understand, the above assumes still more than 25% health. Otherwise (iDam > 75) can be triggered as normal.

The result in practice is that if you misclick or get distracted, your missionaries, etc will still survive the great majority of the time. But if they require healing (no combat str, but healing button will appear and the "little ball" will change colour), then they can.

Meaning walk into one storm with such units - you're probably forgiven; walk into two or three in a row - and get punished.

I believe this is a decent compromise between diminishing annoying losses and unit movement micromanagement and still conserving some danger and world flavour.

Thoughts?
 
I think you've made good choice. I haven't ever notice the monitor could be destroyed by storm, but it seem really ridiculous for a spaceship !
 
Patch uploaded. Link at the end of the first post.
Cheers and thanks to all that made the mod possible.
 
Does this work off of Folket's Spy and OOS patch?

Also, is anyone interestd in Dune MP?
 
Apparently the first line in the first post is not clear. I'll update it.
Folket's Dll is the "Spy and OOS patch", of course. So, yes, it works and you'll get it with this patch (folket's dll file will go into your dune wars folders as well by unzipping this patch).

Why would I focus so much on espionage without it?:)

The patch still needs a few tweaks. Nailing the espionage missions costs can be tricky (and you can really cripple people with enough EP pts...). I also just noticed that the Sister's Hall may require too many monasteries since I forgot that the base number will scale according to settings.

Everything that I added/changed, though, is working 100% as far as I'm seeing.
 
This make really many modified thing. Maybe there is a little too much for avoid balance feedback which will take many time to notice.

I want just ask for this "- All Vehicles have 15% grassland, rock and mesa inherent attack." why give a bonus for attacking mesa ? infanteries should still have a huge avantage in mesa as always in attack than in defense, while vehicules are good in open ground.
 
The bonus vs mesa is simply the attack bonus vs TERRAIN_GRASS (rock in the code) because mesa is also rock. I didn't really want to give vehicles a bonus vs mesa. This may not stay, but I couln't figure out a proper buff to vehicles. I think that melee and air units will tend to predominate (they do so in my games).

There'll still be more tweaks to all of that (but no more additions probably), I just posted the patch in case, by any chance, anybody wants to try it and give some feedback. Its playtesting time.
 
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