1.6 feedback

i am glad to announce that your work on fremen was sucessfull!!!!!

Fantastic! Looks like they are growing well. Did you check that they did not start on a large island, and so were able to grow a lot even without crossing sand?

The next step is to get them to learn to attack across desert with their sandriding units without needing transports.
 
:)))))
i am glad to announce that your work on fremen was sucessfull!!!!!
Fremen rock now (in 1.6.4). They are so powerfull and huge in my game :D

Its Immortal level game.

Excellent. It may be that they got an especially good starting position, or it may be that they happened to be on a large island and built several cities. If neither of these is true, then the AI fix made by jdog5000 for all-terrain settlers is working!

EDIT: yeah, what ahriman said.
 
Mmmm they did i just entered to WB. They started on big landmass. mmmmm
Yet to check then, good point...
I'll start another one.
Their capital isnt too awesome though but they have huge score and lots of units, if Stilgar going to fight that game i think he'll conquer more....
 
Update: Yes it working.
They have majority on the pole , which is far from their capital!
2 cities, other factions have 1 city max there.
And they have not any transport ships yet. (checked)
That means they used their normal settler walking over desert.
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    243.1 KB · Views: 66
I don't know; I know what to expect, so its harder to know where players will look. This is why we need feedback from general players who have a fresher perspective.
Negyvenketto - any thoughts here?
I only checked the pedia entry for that unit :blush:
My other units in that stack had many promotions, maybe that's why I couldn't notice anything.
 
About Maps - yes - it caused by renaming , Seems i need to keep 2 mods and rename one i playing currently to Dune Wars
 
? i didnt understand what you ment.

anyway, i got a fix ready,
later i will upload my new version - 1.6.4.2,
which will contain revdcm 2.6 - with bbai 081.

later on i will add bbai 0.81.

ive tested the version on arrakis map and archiplegao got through out the entire tech tree in several hundred turns. no problems at all.
 
By the way; the fix for inquisitors means that we will need to do some more religion testing.

The religions seemed to be spreading well, but I worry that this may have been an artifact supported by lack of AI access to inquisitors. With inquisitors available much earlier, I worry that the early religions might be too dominant. So people key an eye out on religion spread please once this fix is made (locally by players or by patch) and report on how much Inquisition the AI seems to be doing.
 
My feedback on new Terraforming victory:
I like this new requirement very much. I feel think and know that its more balanced or just balanced now.
On standard Arrakis map it wants from me 124 tiles being terrafromed. Thats Alot!!! :D But thats good.
Btw fremen got half of polar this game again. Divided with Alia. :D
 
SL17 Liet Kynes have Stilgars pedia entry (same)
Also Smugglers have LH of Sid Meir :rofl:
 
Another point -
Scytale should love Meritocracy civic (atm its Theocracy)
1st. Pls Read his pedia entry and books, where, actually their goverment were meritocratic.
2nd BTl have very nice synergy with TZ shrine and priest SE and meritocracy. (Because of this specific BTL are stronger with Specialist economy and huge GPF at Capital (HC of religion, always)))
3 Theocracy is unlocked by totally useless (for BTl) dead end tech, and Inquisitors are just uselees units for BTl.

Another Point
SL18
I think that Laza Tigers are too powerfull. Need slight balance. As i cant see how Laza can success against Vehicles and Thopters, i propose to put them -25% with thopters and -25% Vehicles. Atm its HN unit with +50% vs Guardsman and Melee, double counter bonus make it very strong.
also being Guardsman is kinda odd to me - i think it should be melee - bc it uses melee-style combat - claws and bite.
 
Scytale should love Meritocracy civic (atm its Theocracy)
1st. Pls Read his pedia entry and books, where, actually their goverment were meritocratic.

The Tleilaxu population are ruled by their religion. Their society is a horrible isolationist totalitarian theocracy ruled by a small cadre of Masters, where outsiders are unclean powindah, viewed as spiritually bankrupt. Areas or articles contacted by outsiders must be cleansed or destroyed. Their lower classes are kept pretty subjugated, and their women are turned into axolotl tanks! They keep slaves around to harvest organs from for profit.

I think Theocracy fits better in terms of fluff. I don't *think* any Tleilaxu can become a Master, only a selected few, which means that Meritocracy doesn't fit very well.

Plus, it has the nice gameplay effect of keeping out foreign religions - which should be very hard to implant in Tleilaxu society. Inquisitors are not useless, if Tleilaxu have open borders (which they need for trade) then they can be contaminated by outside missionaries, unless they are theocracy.

They are designed to have a priest-based economy - theocracy also has (is is supposed to have - I never tested it) nice synergy with that, allowing unlimited Priest specialists.

Theocracy may be a weak tech atm, but that would suggest we should buff it.
 
Theocracy may be a weak tech atm, but that would suggest we should buff it.

Perhaps, still, agree - it have very little, situational benefit for BTl, and no synergy at all. also i dont remember that those priest are unlimited in DW. I almost sure they not. So no synergy. Inquisitors have veeeery slight benefit to BTl, which is non-existent game-wise. Also if we add unlimited Priests to DW perhaps we need to remove so hight bonus to wonder contruction, it will be to powerfull.

As Tech weakness - i agree. Perhaps it also may lead somewhere. Be prequisite of some nice tech for BTl.
 
I agree completely, our goal should be to make passive effects apparent to human players, not to drop passive effects.


Does it say that the effect is passive? Or something like "will gradually/slowly train units in their stack over many turns"?

I have used them - as soon as I can, when I can, I make all 5 and typically put 2 in each of 2 cities and one in another, or with a SoD (typically one that has Medic I). Doubling them up results in an average of a promotion every 2 turns (I have considered stacking all 5 in one place with perhaps 2 units to buff them up rapidly, but haven't done so yet).

I have sometimes thought there should be a message given, with one of the map pointer things showing the location (but not moving the viewpoint to look at it), when a promotion happens. With 5 working, this would average 1.25 messages/turn. I suppose this may be enough to be a tad annoying to some people. It would make it obvious that it is happening, and for which location.
 
I have used them ...I have sometimes thought there should be a message given, with one of the map pointer things showing the location (but not moving the viewpoint to look at it), when a promotion happens.

There is a setting for "Advisor Popups", which in vanilla, tell you things like "Congratulations! You built your first archer!". Most experienced players have had this option turned off for so long, they forgot about it.

We have discussed before about using that for a number of first-time-only popups. For example, the first time you have an improvement destroyed by a sandstorm, the first time you have an improvement destroyed by a sandworm, etc. I have thought that the first time you use some other abilities, you could get a similar popup. For example, the *first* time one of your units gets a promotion due to Sayyadina training, you could get a popup.

The problem with this is, as I mentioned, most people have this turned off. So they would never see the popups. If I ignore this setting and put up the dialog, then people will request a setting to make them stop happening. So I have not done anything with this yet.
 
hi,
ive started my first game of dune wars ever,
down with 100 turns, game properties:
with arrakis map, standard size, atreidis, epic speed.

i gotta say, its a bit bit boring so far - i think maybe we need to increase barbarian/smugglers aggressiveness.

also, to my taste, theres a lot of units on a low count of techs, most of the starting units, you barley use, since the tech is advancing pretty fast.

also - ecaz leader - have diplomacy text of spacing guild navigator - from early version when we had them as a civ.

due to the small amount of civs we have, 9, each civ is rather safe till the entire map gets filles with cities, so, in order to compensate - how about making the cost of settlers cheeaper along with removing the food req, so civs will spead faster, this will also early out the "action" of war.

maybe we should reduce cost of early wonders - since there are no shields from trees like in vanilla civ, it takes too long to build wonders in early game.

p.s,

im playing 1.6.4.2
 
The problem with this is, as I mentioned, most people have this turned off. So they would never see the popups. If I ignore this setting and put up the dialog, then people will request a setting to make them stop happening. So I have not done anything with this yet.

I wasn't talking about a dialog, just a message. Like the "You built a Thingy in Someplace" message that is given when you build something, or any of the other messages that scroll past starting at the beginning of your turn. These require no user interaction.
 
I wasn't talking about a dialog, just a message.

I understand your suggestion. I was making a different one. An immediateMessage, which you are suggesting, may be easily missed by a beginning player, and at 1.25/turn it becomes too many. What do you think of a one-time nice dialog?
 
Back
Top Bottom