Deliverator
Graphical Hackificator
>>>>>>>>>> Download Patch 1.9.7 <<<<<<<<<<<
This is only a patch and requires the full Dune Wars install 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.
1.9.7 Patch Notes
+ Fixed viewing Promotions in the pedia
+ New Worker Automation options: Build Spice Harvesters and Upgrade Improvements (e.g. Shallow Well -> Deep Well)
+ Withdrawal from combat logic now looks for the best defended plot with the least enemy threat to it
+ Improvements can now be built on Polar Sink
+ Removed 'Pick Religion' option from the code entirely
+ Salt pan trade enabled.
+ Added scroll bar for Homeworld Screen City list - now you can transport units to latest additions to your empire.
+ No Ship can no longer move into tile with a unit that it is at war with - it may only attack. Also No Ship may no longer enter unguarded cities if you are at war with the owner. This is to prevent weird behaviour with units jumping to a new position.
+ Made some promotions available to the Carryall unit class (Many promotions allowed for other unit classes are not valid since Carryalls cannot attack).
+ Carryalls and Suspensor Transports can no longer pillage
+ Assault Cannon can no longer fortify for defensive bonuses
+ Industrial complex now has 10% production bonus on top of the +5 hammers and free techman.
+ Suspensor destroyers no longer receive defensive bonuses
+ Max Trade Routes raised from 8 to 50 (this is meant to be arbitrarily high, unfortunately due the way the code works setting it too high results in very very very long turn times. 50 should be enough.)
+ Can no longer build the House Shield Generator in a city that already has a Force Shield
+ Must have CHOAM as current State Religion to build Commodities Exchange
+ Implemented zero upkeep for Mahdi Zealot and Mujahid - no longer contribute anything to Unit Cost or Unit Supply
+ Created a few new buttons for buildings so everything should now have a unique icon even if 3D art is shared.
+ Every Non-State Religion present in a city now causes an additional -2 to happiness. The Bene Gesserit's Missionaria Protectiva building negates this. This should discourage religion spamming and make Inquisitors more useful. Note: if you have no State Religion then every religion present in a city will cause an additional -2 happiness.
+ Added religion flavors to Great People to allow more techs to be bulbed - Imperial and CHOAM to Great Nobleman, Thinking Machines to Great Scientist and the remainder to Great Prophet. Disabled the Great Person display in the Tech Screen as it was incorrect and it's not worth the effort to fix it. Probably further reviewing of tech flavours is needed to increase the number of bulbing options available.
Enjoy
Please post any feedback you have. I'm not sure when I'll get time to do more work on the mod, but here is a short list of things I would like to do to complete the mod if I get the chance:
This is only a patch and requires the full Dune Wars install 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.
1.9.7 Patch Notes
+ Fixed viewing Promotions in the pedia
+ New Worker Automation options: Build Spice Harvesters and Upgrade Improvements (e.g. Shallow Well -> Deep Well)
+ Withdrawal from combat logic now looks for the best defended plot with the least enemy threat to it
+ Improvements can now be built on Polar Sink
+ Removed 'Pick Religion' option from the code entirely
+ Salt pan trade enabled.
+ Added scroll bar for Homeworld Screen City list - now you can transport units to latest additions to your empire.
+ No Ship can no longer move into tile with a unit that it is at war with - it may only attack. Also No Ship may no longer enter unguarded cities if you are at war with the owner. This is to prevent weird behaviour with units jumping to a new position.
+ Made some promotions available to the Carryall unit class (Many promotions allowed for other unit classes are not valid since Carryalls cannot attack).
+ Carryalls and Suspensor Transports can no longer pillage
+ Assault Cannon can no longer fortify for defensive bonuses
+ Industrial complex now has 10% production bonus on top of the +5 hammers and free techman.
+ Suspensor destroyers no longer receive defensive bonuses
+ Max Trade Routes raised from 8 to 50 (this is meant to be arbitrarily high, unfortunately due the way the code works setting it too high results in very very very long turn times. 50 should be enough.)
+ Can no longer build the House Shield Generator in a city that already has a Force Shield
+ Must have CHOAM as current State Religion to build Commodities Exchange
+ Implemented zero upkeep for Mahdi Zealot and Mujahid - no longer contribute anything to Unit Cost or Unit Supply
+ Created a few new buttons for buildings so everything should now have a unique icon even if 3D art is shared.
+ Every Non-State Religion present in a city now causes an additional -2 to happiness. The Bene Gesserit's Missionaria Protectiva building negates this. This should discourage religion spamming and make Inquisitors more useful. Note: if you have no State Religion then every religion present in a city will cause an additional -2 happiness.
+ Added religion flavors to Great People to allow more techs to be bulbed - Imperial and CHOAM to Great Nobleman, Thinking Machines to Great Scientist and the remainder to Great Prophet. Disabled the Great Person display in the Tech Screen as it was incorrect and it's not worth the effort to fix it. Probably further reviewing of tech flavours is needed to increase the number of bulbing options available.
Spoiler :
Enjoy
Please post any feedback you have. I'm not sure when I'll get time to do more work on the mod, but here is a short list of things I would like to do to complete the mod if I get the chance:
Spoiler :
GAMEPLAY
1. Sonic Tank - Atreides lower strength medium scorpion, but with collateral damage.
2. Harkonnen Factory:
For example, their factory could be:
+10% hammers
+10% hammers, +1 unhealth with ore resource.
+10% hammers, +1 unhealth with nitrates resource.
+10% hammers, +1 unhealth with crystal resource.
3. Ecaz bonuses - cheaper/special offworld units.
4. +900% against LazaTigers for Kwisatz Units?
5. Levy trooper change
6. Atomics changes
7. Polar outposts:
"As I think about this idea, I think I like it. I'd go so far as to say let it be an automatic building that you don't have to build that only shows up in polar cities (Ahriman's suggestion of 'polar outpost' seems fitting enough to me to call it) reducing the maintenance there."
8. Kindjal Fighters prereq:
"I do think that Kindjal fighters have always been a bit too easy to beeline.
Any thoughts on what be a logical alternative tech requirement, that would help slow them down?"
9. Disable Advanced Start
ART
High priority: (look out of place/repeated art used)
CHOAM Em
Zealot/Mujahid
Narcotics Dealer
Sardaukar Agent
Traitor
Kwizatz Units
Smuggler
Lower priority (has Unique but could improve):
Beesting/Wasp
Missile Trooper - reskin and anim
Mongoose Trooper
Devastator/Re-Skin and button
Great Merchant
Heavy Troopers
Maybe:
Scout Thopter
Legionary/Noukker
Fish Speaker -> DOW Assassin
Razzia Raider
1. Sonic Tank - Atreides lower strength medium scorpion, but with collateral damage.
2. Harkonnen Factory:
For example, their factory could be:
+10% hammers
+10% hammers, +1 unhealth with ore resource.
+10% hammers, +1 unhealth with nitrates resource.
+10% hammers, +1 unhealth with crystal resource.
3. Ecaz bonuses - cheaper/special offworld units.
4. +900% against LazaTigers for Kwisatz Units?
5. Levy trooper change
6. Atomics changes
7. Polar outposts:
"As I think about this idea, I think I like it. I'd go so far as to say let it be an automatic building that you don't have to build that only shows up in polar cities (Ahriman's suggestion of 'polar outpost' seems fitting enough to me to call it) reducing the maintenance there."
8. Kindjal Fighters prereq:
"I do think that Kindjal fighters have always been a bit too easy to beeline.
Any thoughts on what be a logical alternative tech requirement, that would help slow them down?"
9. Disable Advanced Start
ART
High priority: (look out of place/repeated art used)
CHOAM Em
Zealot/Mujahid
Narcotics Dealer
Sardaukar Agent
Traitor
Kwizatz Units
Smuggler
Lower priority (has Unique but could improve):
Beesting/Wasp
Missile Trooper - reskin and anim
Mongoose Trooper
Devastator/Re-Skin and button
Great Merchant
Heavy Troopers
Maybe:
Scout Thopter
Legionary/Noukker
Fish Speaker -> DOW Assassin
Razzia Raider