Dune Wars: Revival

[modmod] DuneWars Revival 1.10 (Windows Installer)

Second the source , say what you will, the source youve wrote should be public. Dune wars always shared tge code.
99% of the modders share their code as it should.

You or the great modmod youve done here, realy great, will not be hurt by you publishing it nor your rights on it.
The opposite is true.

I emplore you to publish it with the most deepest request. You have nothing to loose, just gain the subtle the appetite of us sdk cravers.
 
You just don't get it, do you? And you also don't learn. Did you even play the game more than a few minutes already?
I shared enough when I shared the game. I gave enough when I gave you the game.
You're just making sure that I'll not ever share the code. Have a good day and restrain yourself.
 
know what,

i will restrain my self, i wrote a harsh response, but you know what? your right,
it aint worth it.

so , ill just shut up, and leave it as it is,
i will never understand your reluctance to publish it, but be that as it may,

ill end my repeating requests now and wish you all the best and respect your decision.
 
Hi,

I would like to mod the land mass percentage in Custom game settings... it's from 18% to 40% and i would prefer 8% to 24%.

Which XML files i have to edit ?

Thx

EDIT :

I find the file ! It s in "PrivateMaps\arrakis.py", line 1739...

So i made my changes but they are not applied :/ WHY ?
I still have 18% to 40% as choices...

The original values :
Spoiler :
#Land Percentage
selectionID = mmap.getCustomMapOption(0)
if selectionID == 0:
self.landPercent = 0.18
elif selectionID == 1:
self.landPercent = 0.20
elif selectionID == 2:
self.landPercent = 0.22
elif selectionID == 3:
self.landPercent = 0.24
elif selectionID == 4:
self.landPercent = 0.26
elif selectionID == 5:
self.landPercent = 0.28
elif selectionID == 6:
self.landPercent = 0.30
elif selectionID == 7:
self.landPercent = 0.32
elif selectionID == 8:
self.landPercent = 0.34
elif selectionID == 9:
self.landPercent = 0.36
elif selectionID == 10:
self.landPercent = 0.38
elif selectionID == 11:
self.landPercent = 0.40

My changes :
Spoiler :
#Land Percentage
selectionID = mmap.getCustomMapOption(0)
if selectionID == 0:
self.landPercent = 0.06
elif selectionID == 1:
self.landPercent = 0.08
elif selectionID == 2:
self.landPercent = 0.10
elif selectionID == 3:
self.landPercent = 0.12
elif selectionID == 4:
self.landPercent = 0.14
elif selectionID == 5:
self.landPercent = 0.16
elif selectionID == 6:
self.landPercent = 0.18
elif selectionID == 7:
self.landPercent = 0.20
elif selectionID == 8:
self.landPercent = 0.22
elif selectionID == 9:
self.landPercent = 0.24
 
^^
You correctly changed the values for the map generation, but you did not change what appears to the eye on the menu.
For that, you have to change this:
Spoiler :
Code:
def getCustomMapOptionDescAt(argsList):
    """
    Returns name of value of option at specified row
    argsList[0] is Option ID (int)
    argsList[1] is Selection Value ID (int)
    Return a Unicode string
    """
    optionID = argsList[0]
    selectionID = argsList[1]
    if optionID == 0:
        if selectionID == 0:
            return "18%"
        elif selectionID == 1:
            return "20%"
        elif selectionID == 2:
            return "22%"
        elif selectionID == 3:
            return "24% (Default)"
        elif selectionID == 4:
            return "26%"			
        elif selectionID == 5:
            return "28%"				
        elif selectionID == 6:
            return "30%"				
        elif selectionID == 7:
            return "32%"				
        elif selectionID == 8:
            return "34%"				
        elif selectionID == 9:
            return "36%"				
        elif selectionID == 10:
            return "38%"				
        elif selectionID == 11:
            return "40%"

Btw, 6% is just too low if you start a game with all factions: there won't be enough land for all players and the game should throw an error (I think). There's a reason why 18% is the minimum.
I hope that helped.
 
thx, all works fine now...

And i change the mammoth size for 240x170, that's why i need a 6% for land mass ;) and no error with 9 players... dont have try with all yet
 
Theodorick i just run a full scan on the mods folder with the latest NOD32, it found nothing. Did you download it from moddb?
 
Sorry about my english.

Love this mod. Great work! It is a lot of fun to play it. So far ... I have made a first Test Game as Harkonnen.

Problems I recognise:

If I start the new Worldbuilder (Wb?) I can´t work with the Diplomatics. Nothing happens if I try it to open. All other work good I think.

The Firefly Bomber: If I try to say go in Recon Mode (R) he ask me where to go. I have to say Sleep (F) to make the unit quit, but the "Recon Mode (R)" won´t work for this unit.

Thx for you good work with this mod. I realy enjoy it.
 
"Found" this mod again...
Just wanted to add, that it's still fantastic!
A must have for everyone who is into Civ IV and/or Dune. :)
 
Hi there. Not sure if anyone checks this thread but I was just wondering if the player was meant to be able to spread the Tleilaxu plauge on the unit defeat trigger. When fighting the Tleilaxu I always catch it but can never spread it when playing as them. Just wondered if it was disabled for balance or bugged unless I was missing something about the trigger.

Nice mod by the way, cheers.
 
You are spreading the plague, but the info message only appears to the player that suffers from it. If the Tleilaxu loses a unit, there's about a 25% chance that a random guardman or melee unit standing on the plot of the unit that won the fight may catch it. Every turn, there's also a 4% chance that an enemy guardman or melee unit standing inside tleilaxu borders may be infected. Contaminators also spread it.
It all works properly. The tleilaxu stuff is somewhat unusual and, in fact, I literally spent hours and hours making sure everything worked well everytime even in the most unusual circunstances (some nasty bugs were coming out of "nowhere" initially; although I think that the assassination of specialists can still occasionally have a minor issue...).

Cheers and thanks.
 
More comments are always helpful, by the way. But I guess, if there's not many complaints, then, in general, stuff is working just fine.

Do people still have fun with this or what?
 
More comments are always helpful, by the way. But I guess, if there's not many complaints, then, in general, stuff is working just fine.

Do people still have fun with this or what?
I think that goes without a question :)
This is one of the most fleshed out and bugfree mods out there.
Many talented people added their best, both regarding gameplay/coding and art.

I did want to ask though:
While Dune Wars seems more or less complete, do you have any further plans for improvements?
Some features you considered to add at one point?
 
I think that goes without a question :)
This is one of the most fleshed out and bugfree mods out there.
Many talented people added their best, both regarding gameplay/coding and art.

I did want to ask though:
While Dune Wars seems more or less complete, do you have any further plans for improvements?
Some features you considered to add at one point?

Thanks. I think it can be considered a complete game.

Personaly I wanted to tweak a few more things, improve the AI more, and add at least three more factions. I still remember more or less what I wanted to add, like a faction with unit warping abilities (I really wanted to do that) etc...

Anyway, many things in life got and are in the way. But you never know.
 
People!, rate the game and tell me what are the things that you like about the game: favorite factions, favorite abilities, etc... :)
 
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