ChrisAdams3997
Prince
Download Patch 1.9.4 Here
Installation Instructions
This patch includes patches 1.9.1.2, 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here), no previous patches necessary, or onto any previously patched installation of 1.9.1.
There are a lot of small changes in this patch moving from 1.9.3. The main focus has been catching and fixing the many small text and xml bugs and omissions, making the text and interface clearer where possible, some necessary balance changes, fleshing out existing systems, and finishing some unfinished ones from earlier releases. There has also been a real push to flesh out and balance the unique espionage system started by Deliverator and Ahriman (amongst others?) and incorporate some of the new possibilities afforded by fractional experience in that area. Players should find that the spy game is a little deeper, promotions do what they are advertised to do, and there is no such thing as a 100% chance of success . There's still more work coming in this area in the next patch, but I'm proud of what's been accomplished so far.
A big thanks to everyone one who's contributed on the forums, even if only with comments and suggestions (even those I've disagreed with ), and of course thanks to Deliverator for his contributions, good to have you back . And you to Ahriman .
1.9.4 Beta1
Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it
Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Financial and Espionage Mentats buffed:
Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt
From Deliverator
1.9.4
Installation Instructions
This patch includes patches 1.9.1.2, 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here), no previous patches necessary, or onto any previously patched installation of 1.9.1.
There are a lot of small changes in this patch moving from 1.9.3. The main focus has been catching and fixing the many small text and xml bugs and omissions, making the text and interface clearer where possible, some necessary balance changes, fleshing out existing systems, and finishing some unfinished ones from earlier releases. There has also been a real push to flesh out and balance the unique espionage system started by Deliverator and Ahriman (amongst others?) and incorporate some of the new possibilities afforded by fractional experience in that area. Players should find that the spy game is a little deeper, promotions do what they are advertised to do, and there is no such thing as a 100% chance of success . There's still more work coming in this area in the next patch, but I'm proud of what's been accomplished so far.
A big thanks to everyone one who's contributed on the forums, even if only with comments and suggestions (even those I've disagreed with ), and of course thanks to Deliverator for his contributions, good to have you back . And you to Ahriman .
1.9.4 Beta1
Spoiler :
Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city
- Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...
- New homeworld units have to wait a turn before making thier first move- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...
Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it
Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood )- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early
Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod
- Limited Promos now show how many you have left, not how many you can have- Order of Ag. gets additional 10% combat mod
- Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city
- reworking worm related promos- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)
Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered
- counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught
- Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt
From Deliverator
Spoiler :
+ Inquisitors reinstated and can be used to purge non-state religions from cities. (The unit AI is working fine whether the production AI python works I haven't tested, but everything is at least as good as it was in 1.9.)
+ Fixed the Sandstorm visibility issue - this was due to the fact that the Python to redraw the sandstorm effect got lost in the 1.9.1 Better BUG AI rebuild.
+ Changed the Sandstorm movement code so they move roughly in an inward anti-clockwise spiral.
+ Sandstorms are now more prevalent - the amount is now calculated based on the number of ocean tiles rather than all map tiles. If there are now too many then it is simply a question of increasing the 25 in this line from DuneWars.py, StormAddSubtract function.
+ Sandstorms now die after entering Polar Desert Waste.
Code:
iStormWant = (len(self.lOcean) / 25) - len(lStorms)
+ Thopter units now only have a 10% chance of surviving Sandstorms
+ Fixed missing combat sounds for the Suspensor Units and Ordos Chemical Trooper (finally).
+ Fixed the Sandstorm visibility issue - this was due to the fact that the Python to redraw the sandstorm effect got lost in the 1.9.1 Better BUG AI rebuild.
+ Changed the Sandstorm movement code so they move roughly in an inward anti-clockwise spiral.
+ Sandstorms are now more prevalent - the amount is now calculated based on the number of ocean tiles rather than all map tiles. If there are now too many then it is simply a question of increasing the 25 in this line from DuneWars.py, StormAddSubtract function.
+ Sandstorms now die after entering Polar Desert Waste.
Code:
iStormWant = (len(self.lOcean) / 25) - len(lStorms)
+ Thopter units now only have a 10% chance of surviving Sandstorms
+ Fixed missing combat sounds for the Suspensor Units and Ordos Chemical Trooper (finally).
1.9.4
Spoiler :
- Spiritual Trait help text updated to include information on free great prophets when founding certain religions (thanks KHM for catching that)
- Small fixes and balance to espionage mission difficulty/experience earned
- Fixed Bene Gesseret 'Annex City' Crash
- Collateral Damage for Grenade Troopers fixed
- Fixed bug preventing city borders from popping Goody Huts
- Desert Promo text/AI improvements - works on spice now
- Thopters allowed to capture cities again (see GlobalDefines note below)
- Several unbalanced unit costs fixed
- Spice icons removed from general resource layer display (see GlobalDefines note below)
- Special Spice layer in globe view
- Siege units have special Drill Promo Line of their own (more potent, only three promos)
- Standard Drill Promos moderately better than before
- Civic Costs increased across the board by about 50% (experimental)