1.6 feedback

Its much better if non-Fremen units can't enter deserts. It causes all kinds of AI issues.

AI for Fremen is already very bad; we will have to create a new AI to deal with their inability to use infantry and settlers in deserts well. It will probably be easier if the existing factions use the current AI and then have a tweaked AI for Fremen.

Fremen would be much less unique as a a faction (and thopters and suspensors woudl be much less balanced) if any infantry unit could enter deserts with a single promotion.

When sandrider will be +25% defence
I don't really like this; when in deserts they can only be attacked by thopters and suspensor gunships; they *should* be vulnerable to these and other ranged weapons. No shields on Fremen, so thopter weapons can just chew them up.
 
Found another issue:
Been playing as Tleilaxu and kicking it on immortal.
At some beelined Genetic Manipulation. When researched - it gave me to choose religion (Oo) i took Technocracy, and it got founded in my city!! :( There also in tech tree BTl religion marked in Genetic Manipulation. So, perhaps it is last there from previous religious system, but need to be removed, bc i just founded Technocracy as BTl at Genetic Manipulation

Ah and i think it was reported somewhere but Misille Launcher creates CTD on combat.
 
Ah and i think it was reported somewhere but Misille Launcher creates CTD on combat.

I've already fixed this locally. I'll put out an XML patch at some point on the weekend.
 
I am new to this mod, so this might be an intended feature (if a rather odd one), but I just tried a game as Alia of the Atreides, sent a small stack to attack the Harkonnens (4 Infantry 3 Soldier). The stack got attacked by a Quad that killed a defending Infantry. Up to this point, no biggie.

However, the rest of the stack got transported outside Harkonnen territory. This was particularly annoying because I had to pass past the city with the Quad to get to his weaker cities. I did not experience it the next times I was attacked by Quads, though.

Also, I second that barb Crysknifers spawn way too fast. I think this is because the tech (which, as you said, dissipates to barbs when players have it) is fairly early, but the players need the Water Debt ressource to get the unit, whilst the barbs pretty much ignore ressource demands. The 2-move 4-strength units are a wicked annoyance since you have to guard Workers/Settlers with two Infantry units as soon as you can get infantries.

I don't think the solution is removing the barb opportunity to get crysknifers, though, since I imagine it would be one of the most natural units to be roaming around dune's surface (Fremen rogues?), but perhaps you could do something else... :p

Back to playing. I finished the book today, and now it's time to conquer Dune. Remember, he who controls Spice, controls space.

All this on 1.6.1 btw.
 
Don't know if this is a bug or just one of those things that can't be helped.

I notice that when spice disappears, the created spice crawler stays. Shouldn't it be 'destroyed' when there isn't any more spice?

Sometimes I wonder if it wouldn't be better to have a specialty worker to represent spice crawlers. That way you could only afford a few of them (Having 10+ spice crawlers would start being expensive in the units sort of way) and make them incredibly valuable. I mean now when a worm 'eats' my crawlers, it's no big thing; just wait till it goes away and send the workers back out. In the book and movie, they point out that losing a crawler (or worse the miners) was a big deal and that cost is what made mining spice so costly.

Not to mention capturing enemy crawlers would be a win-win scenario.
 
Well, i took a rest this weekend ,and apart from spending time with gf and learing new things about blender, i played few short games.
All epics, Small to Tiny maps.
Last one i played (started to play) was Deity level.
Well..... there is alot of wars and AI builds good stacks. AI know how to transport things. But!!!
Please , its very important, chek by uself because it ruins challenge and AI goodness :
AI dont know to defend in DW. There alot of units with hight movement that can strike in 1 turn from afar (homeland promotion/quads). When you playing you should leave equal (almost) amount of city defences in cities, because its much easier to reach inside core of enemy in DW than to do that in vanilla. Ai knows to attack, but when it comes to defence:
1. It leavs pity amount of units to defend own cities. Last game (Diety) i rushed Ecaz, and after i got his capital i made peace, because he stacked alot of soldiers in his 2nd city. 10 turns started, and my culture from his ex-capital grown to 2 tile bfc. I was on 2 tiles from my culture to his last city. He had 5 soldiers, which he sent wondering /defending some workers. The thing is pretty stupid that he left 2 scout thopers with 1 soldier to defend capital. He was killed from game next turn.
My suggestion that AI should prioritise defence . Its very important and tricky , and will make AI much more challengeable if he will know how to defend. AI should not send most of his Guardsman units to wonder/defend tiles, when enemies have hight power ration and have armies near. More than that Scout thopters are not good units to defend city. If AI is not on attack mode he should keep most of his units stationed in city, includinng start stage of game.
2. I was fighting Emperror, and massing forces to attack ghis city , but defences were incredible and very tough. I moved 1 tile northern to other city, and he did very stupid thing - he got all that crazy harrison of 1st city and went to attack my one. He left 4 units and got powned, i took city in 2 turns. Thats bad for aI, he should not send hios guardsman units stack to attack enemy well defended city when enemy have major stack on his land.

So far, those my deep insight things i found while my testing runs. I hope that helps, and those holes in AI performance can be fixed.

:)
 
There is a small patch for Dune Wars 1.6.1 available here. This will fix the Missile Launcher crash amongst other things.
 
Diamondeye, hi and welcome,

can you try out - version 1.6.2?

I would love to if it was anywhere to be found. The link in the Welcome thread still links 1.6.1

And I was right concerning the startup-CTD. I just tried to start the game up again and got a CTD during the init XML (uncached) phase. Opening the mod from BtS produces the same result.
 
That's good to know. I've added the administrator/Vista thing to the list of Known Issues in the Installation thread.
 
All epics, Small to Tiny maps.

Slynn, try playing Standard maps. The mod is not really aimed at being balanced for tiny maps.
The early wars that you complain about are not nearly such an issue on standard sized maps.

If we forced the AI to prioritize defense, that would inevitably come at the cost of growth, which would weaken the AIs on standard maps.
 
Slynn, try playing Standard maps. The mod is not really aimed at being balanced for tiny maps.
The early wars that you complain about are not nearly such an issue on standard sized maps.

If we forced the AI to prioritize defense, that would inevitably come at the cost of growth, which would weaken the AIs on standard maps.

Not prioritize but rewiev it.
The point that :
1. AI send wondering units and leaves poor defences.
2. Sending stacks to attack when enemy at the gates.
3. Not using well terrain.
4. Do not attack at good times for him. (Check incremental patch discussion thread)
Thats dont matter what size of map being played. Its just overall issues.
And i played standard maps which are quite well balanced with older patches, but those problems will exist there too.

Also Tiny maps is part of game, and there should be way to improve gameplay on tiny maps too. Again - tactics should be rewieved, as well more even spread for defences. Its not vanilla, and i explained alot in incremental discussion thread too.

Also personal tip : I appreciate job you doing , mod, really awesome :goodjob:, but if someone mentions something that does not mean his review should be cut off because of 1 number of 1 string that seems to you being wrong. Thopter Defence isnt good, and Sending stacks of guardsman units to attack when enemy have major offencive stack at your land, and enemy cities are well defended and visible - thats isnt good idea for AI as well. You didnt reviewed problems i posting about, and thats deep insight things i aimed to find in my testing runs. I am trying to help, you know, and thats cool that most of thuings being denyed, thats a way of work, trying, failing , making better then. And... *sigh* i am not that stupid, At least i won BtS on immortal once and win it always on emperror :P So please dont deny my whole post, by denying something unrelevant and passing rest.
I know, i can be hard too, sorry mate.

I have not doubt i can win Deity game Easilly with small map (Yep after few mistakes i found some critical things that i need to put attention on- and they differ from vanilla) . Thats should not be so, and thats thing i am trying to fix. Long lasting challenge - long lasting time of love of gamer to the game. I just making plain reports, in order to give you information, that using it AI python codemasters can improve things. Hope it didnt offended you.
 
DV22 (? lost count again)
The Ecaz diplo music is a bit screwed up. Ordos for Ancient era and Russian for the rest. I've attached the amended XML file.
 
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