People needed for Dune Project

Dune Mod??

  • Ooooooooo! Great idea.

    Votes: 12 92.3%
  • Whaaaaaat? Why?

    Votes: 1 7.7%
  • Mmmmmmm... Dunno...

    Votes: 0 0.0%
  • Wat iz dat?

    Votes: 0 0.0%

  • Total voters
    13

Slvynn

Duke Vector fon Pixel
Joined
Apr 3, 2005
Messages
2,073
Conquest of Arrakis mod.

Factions and leader heads:

Imperial Forces (AI only): colour: magenta, lh MISSING
House Atriedes: colour: blue , lh - leader head of Hight Elves by embryodead WH2 mod
House Harkonnen : colour : red, lh - Mongol modern era?
House Ordos: lime lh - MISSING
Barbariuans - sand worms. (problem- TO allow them to recreate spice (HOW?))

Terrain types:
spice - clear forest option aviable, recource terrain type that can be harvested.(hi movement cost, no base building) (commerce tile bonus)
2 types of hard ground(normal and bonus one - building of base is possible)
dunes - no wheeled movement, no base building, no tile bonus
sand - hi movememt cost, no base building, no tile bonus
rocks- impassable till deffencive improvement done by all units exept 1 type of worker unit that can build (+1 production bonus)

Workers:
Engeneers - -1 pop, human unit that can pass by any terrain type. All workers jobs exept "harvest spice" (clear forest aviable) such as hydroponic farm building (alluminium recource pic from original civ - +2 food bonus , aviable only on solid terrain, unpassable for wheeled units)
Harvesters - -2 pop, giant machines that gathering spice converting them to shields.
Settelr - -2 pop, PcV vehicle for new bases construction

Recources :
3 of them are race related (freemen - atriedes, uranium - harkonnen, toxic gases or Shulug-Khai fume or something - for Ordos)

Will be continuied...

mail me jac_imagination@yahoo.com
 
This thread is not to post complete(d) mods. For requests and projects it is one level up in the main Creation & Customization forum.

I will ask a mod to move it.
 
Oh sorry to mods and ty for you %)
 
A Dune mod has been brought up a number of times before, at least twice while I've been registered; and it always seems to go after the Westwood games with book influence rather than vice versa, which I think is a bit of a shame. On the other hand, I don't think a Dune mod has ever made it past "this would be nice" stage, but I'm not an expert.

If any terrain people were so inclined, Dune terrain graphics would be tremendously useful for my theoretically under construction Colonize 2 mod.

I'd offer creative help, but what you've already outlined is way, way, off from what I'd do, so I don't know that I could help. You won't be able to pull off spice the way you have it planned, though, I can say that with fair certainty. It would work from a graphics and player perspective, but I don't know how much it would add to the game, and theres no way to realistically have forest terrain regenerate. There is also the problem of A)it has to be in city limits B)it will only give a resource bonus once C)et cetera ad infinitum. Add to that that the AI can't use a unit with less than ALL terraforming commands, and your scenario would be exclusively multiplayer.
 
It sounds like it would be a fun mod. I agree with GRM7584 though, that the forest/spice thing might not work too well.

A better approach might be to make an actual Spice resource. And have it only appear out in a special deep desert terrain which doesn't allow the building of roads, but does allow the building of cities. The city would be built right on top of the spice resource, and represent the spice harvesting operation.

You could add a city improvement, which requires spice in the city's resouce box, and creates a treasure unit every 5-10 turns. Just like the suger plantations, silver mines, etc in the Age of Discovery Conquests scenario. The treasure unit (the collected spice) would then have to be transported back to your capital to score points.

The inability to build roads in the desert terrain around the spice would prevent any other cities in your empire from connecting to the resource and creating the spice treasure. Thus making it a dangerous journy for the unit carrying the spice treasure across all that desert. Where they might be attacked by sand worms or the other civilizations. :mischief:

It's not exactly like in the book, but I think it would be a good compromise for the gameplay.
 
@GRM7584
Your up to make your propositions and i glad thet you doing it. :) Within day - 2 i'll start to work on new graphics and you welcome to join ..

@Dual (And about spice resource)
Sure, great idea. :D go on, thank for joining team ;)

1. Game will be combat/tactics oriented (remember MAX?)
2. Carryalls - airlifting unit - it will be expensive tech and city will need more recource ??? to build it.
3. there will be alot of improvements that will produce units each X turns.
4. there will be resource that will affect research only.
5. Addition of some new (not based on book nor on Westwood) elements is possible (./????)
6. There will not be random map?
7. Needed good work on % appearance chance of resources
8. Units Gun Turret, Rocket Turret, Sonar Turret, Laser Turret, Toxine Turret. (may be more)
All immobile, Requries Turret Base (Worker job) to place it (like spell tower in WH2 mod)
(??? must be carried on ground or air carrier - or may be directly removed there in one turn - ????? ) . Expencive. Hi defence, Zone of Contol.
Rate of Fire, Range, And Bombard parameters will differ.
GT - all factions - basic type.
Rest could be faction related (Sonars only Atriedes, Lasers - Imperal Forces only)
there will not be alot citizen based shield poduction - it must be possible only with resource or worker job, i mean no terrain without improvement will give shields)
There would be improvemets - alot of comersials, Unit producing, Increasing shields, Science, Small wonders (like palace) that will allow s.resource based UU production (like freeman for Atriedes)

...
 
GRM7584 said:
theres no way to realistically have forest terrain regenerate

couldn't global warming be used to change desert into spice (forest) while the worker action changes it back to desert?

Oh and if you want to keep the sandworms in the desert you will need to make them wheeled with all terrain except desert and spice (forest) impassible to wheeled.

good luck!
 
black_rose said:
couldn't global warming be used to change desert into spice (forest) while the worker action changes it back to desert?

Oh and if you want to keep the sandworms in the desert you will need to make them wheeled with all terrain except desert and spice (forest) impassible to wheeled.

good luck!

Global warming would work, but again, it could only change things in a city radius. The actual problem I was alluding to is that if you're relying on "harvesting" forest, you can only do it once per tile; if you replant forest and 'harvest' it again, you don't get another shield bonus. Which is to say, you can't 'regenerate' forest tiles which will give a second bonus.
Alright: heres how I'd do it. Spice is a resource. Cities can only be built on 'hard' terrain, and spice resources can only appear in 'deep desert' type terrain, upon which they have a high 'reappearance' rate. In order to get the spice resource connected to your cities, you would have to 'road' out to it with a worker and build a colony. However...in this case, roads could be renamed "carryall routes", and colonies renamed "harvesters". Aside from having spice-dependent improvements or wonders, you could also have a civ or two (EG Spacing Guild) whose sole purpose was to bid on your spice in exchange for special resources ("mercenary"-type resources, allowing you to 'recruit' different units), tech, or the like. The main use for most civs would be to power on-planet refineries, which auto-spawned treasure units so long as they were supplied with spice.

If you were going to do a particular scenario following the plot of the novels rather than an open-ended game, it would be awful. So, you'd have to go a different route, IE the game route, and create an alternate fiction wherein, somehow, several factions have laid claim to Arrakis and are all on the surface simultaneously. To that end, I'd say have a three-way war between Atreides, Harkonnen, and Corrino which takes place during the same time period as the novel, which results from a rout of Harkonnen/Sardaukar forces in their blitz against Atreides and treachery on the part of the Baron Vladimir against Corrino. As a result, all three houses are now on Dune in locked wars against one another, and Paul/Jessica never find refuge amongst the Fremen. Thus...

Potential playable civs:
House Atreides
House Harkonnen
House Corrino

Potential (non-playable) Trading Partners:
House Vernius (in locked alliance with Atreides, possibly with their only contact being Atreides)
House Richese
Bene Tleilax
Spacing Guild

Barbarians:
Fremen. The Fremen presence on Dune will be troublesome, but without Paul they will eventually be forced back into hiding and plotting.

Sandworms are not 'generated', but instead are (nigh) invincible, invisible pre-placed barbs which "eat" harvesters and make travel across the desert difficult.

That would be my take on it, anyhoo.
 
GRM7584 said:
Global warming would work, but again, it could only change things in a city radius. The actual problem I was alluding to is that if you're relying on "harvesting" forest, you can only do it once per tile; if you replant forest and 'harvest' it again, you don't get another shield bonus. Which is to say, you can't 'regenerate' forest tiles which will give a second bonus.
Alright: heres how I'd do it. Spice is a resource. Cities can only be built on 'hard' terrain, and spice resources can only appear in 'deep desert' type terrain, upon which they have a high 'reappearance' rate. In order to get the spice resource connected to your cities, you would have to 'road' out to it with a worker and build a colony. However...in this case, roads could be renamed "carryall routes", and colonies renamed "harvesters". Aside from having spice-dependent improvements or wonders, you could also have a civ or two (EG Spacing Guild) whose sole purpose was to bid on your spice in exchange for special resources ("mercenary"-type resources, allowing you to 'recruit' different units), tech, or the like. The main use for most civs would be to power on-planet refineries, which auto-spawned treasure units so long as they were supplied with spice.

If you were going to do a particular scenario following the plot of the novels rather than an open-ended game, it would be awful. So, you'd have to go a different route, IE the game route, and create an alternate fiction wherein, somehow, several factions have laid claim to Arrakis and are all on the surface simultaneously. To that end, I'd say have a three-way war between Atreides, Harkonnen, and Corrino which takes place during the same time period as the novel, which results from a rout of Harkonnen/Sardaukar forces in their blitz against Atreides and treachery on the part of the Baron Vladimir against Corrino. As a result, all three houses are now on Dune in locked wars against one another, and Paul/Jessica never find refuge amongst the Fremen. Thus...

Potential playable civs:
House Atreides
House Harkonnen
House Corrino

Potential (non-playable) Trading Partners:
House Vernius (in locked alliance with Atreides, possibly with their only contact being Atreides)
House Richese
Bene Tleilax
Spacing Guild

Barbarians:
Fremen. The Fremen presence on Dune will be troublesome, but without Paul they will eventually be forced back into hiding and plotting.

Sandworms are not 'generated', but instead are (nigh) invincible, invisible pre-placed barbs which "eat" harvesters and make travel across the desert difficult.

That would be my take on it, anyhoo.
Best idea for now, imho :)

And it would be really, really cool if this mod would actually be done, 'cause dune universe is just awesome, i've played couple of games, seen some movies about dune, it's just great, imho :worship:

But i can't help much in actual modmaking myself, 'cause i can only do modding, i can't make LH's or units :rolleyes:
 
I actually like GRM7584's idea better too.

One major change I would make, however, is to have the Fremen as one of the playable civs. In the books, they harvested the spice, made deals with the Spacing Guild, and had a lot of influence with the common people of Dune. And I think they would have some pretty unique units which would make them fun to play as.

If the sandworms are not enough, another option for the barbarians would be the many smuggler groups who operate on Arrakis.

Also, House Corrino might make a better AI trading partner than a playable civ. I mean, how could the Emperor of the Known Universe ever lose a fair fight? ;) House Corrino controls thousands of worlds, while the other Houses control one or two each. The only reason the Emperor is defeated in the books is because Paul is in a position to destroy the Spice forever.

Having House Corrino provide Sardaukar troops in exchange for spice would be much more in line with how the Emperor operated in the book.

Oh, and the Bene Gesserit would make another good AI as well. Gotta have those sneaky witches in there. :lol:
 
I suppose that makes more sense; Corrina as a trade faction and Fremen as either playable or trade faction, with smugglers as barbs. I don't know what the Bene Gesserit would be able to 'offer' in terms of trading...it is safely assumable that they are already manipulating (or attempting to..) events on Arrakis, but I don't see them providing mercenaries or improvement resources, or even currency for the melange.
 
I don't know what the Bene Gesserit would be able to 'offer' in terms of trading...it is safely assumable that they are already manipulating (or attempting to..) events on Arrakis, but I don't see them providing mercenaries or improvement resources, or even currency for the melange.

Maybe the Bene Gesserit could trade a resource which allows the building of religious buildings, after you've researched the proper technologies. Like the equivalent of the temple, cathedral, and religious wonders.

The resource they trade could be called the Missionaria Protectiva, and represent a Reverend Mother sent to assist your civ by creating a religion based around you.

Here's a description from the glossary at the back of my copy of Dune:

Missionaria Protectiva - The arm of the Bene Gesserit order charged with sowing infectious superstitions on primative worlds, thus opening those regions to exploitation by the Bene Gesserit.
 
About Freeman faction - i think it would be AI civ only and will be in locked alliance with Atriedes, and only they will have at their start locations "freeman settlement" strategic resource (more than 1) that will allow to freemen and for Atriedes build awesome freemen units. (i think for Freemen and for Atriedes it would be initialized with different tech, when this ressource will appear for Freman at early start with their own tech, and for atriedes later, and they'll need to buyild some small wonder to produce freeman units (or it will produce them each X turns).
So Atriedes will need to trade with their locked ally to get freemans to their army for cash - tech .
Also this settlement would be lone resource that will provide food bonus.
This but will disallow playing on random maps < the way to solve it is make this resource aviable to all factios and it will allow build small wonder that will build food suply in each city (aka Granary)
+ Culturally linked start

Electrostations - worker job (civ mine) will provide base with additional shields. (???) (No terrain type will give shield bonus without this improvement)

Food - Hydroponic farm, unpassable worker job, will provide city with +3 (?) food

Barbs - Sand worms, and they may reappear with game setting of Raging Barbas btw.
spice would be recource what appear-disappear frequently and will deep in dunes. Worm must be wheeled, when bases are aviable only on solid terrain, and dunes/sands will have hight movement costs when worms will have hight movement rate. and +3 hp bonus he he)
 
This appears when the link is clicked instead of the map ... :sad:

Gone
The requested resource
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BTW - Great idea to create a Dune mod ... hope it bears fruit this time ... :goodjob:
 
:cringe: :wallbash: :gripe: :crazyeye:
 

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