1.9 Beta Feedback

@David: If you have a chance, could you please merge the strategy text Ahriman wrote for the stub entries posted here?

Attached. Also I ran civcheck.

a. Some units were added, after the last spreadsheet I made, so they still don't have strategy text. One goal was to have strategy text for everything, so these should still be added. I have put in "stub text for..." but it should be replaced with real strategy text. With such a small number it is easiest to simply edit assets/xml/DuneWarsText.xml, search for the key, and make five copies of the text. This way all languages are covered.

UndefinedSymbol: TXT_KEY_UNIT_ACOLYTE_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_NARCOTICS_DEALER_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_SANDSHADOW_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_SARDAUKAR_AGENT_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_STOLEN_WATER_OUT_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_TRAITOR_STRATEGY
UndefinedSymbol: TXT_KEY_UNIT_WATERSTEALER_STRATEGY

b. Some units which were added, don't have any pedia text so they will show up with TXT_KEY... in the pedia. I have added stub text for these, so at least they look similar to the hundreds of other stub text entries.

UndefinedSymbol: TXT_KEY_BUILDING_CLINIC_PEDIA
UndefinedSymbol: TXT_KEY_BUILDING_DEW_EXTRACTOR_PEDIA
UndefinedSymbol: TXT_KEY_BUILDING_INTELLIGENCE_POST_PEDIA
UndefinedSymbol: TXT_KEY_BUILDING_NURSERY_PEDIA
UndefinedSymbol: TXT_KEY_BUILDING_RAZZIA_COMMAND_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_ACOLYTE_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_EXTERNAL_INFLUENCE_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_MISINFORMATION_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_MISSIONARIA_PROTECTIVA_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_NARCOTICS_DEALER_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_SANDSHADOW_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_SARDAUKAR_AGENT_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_SEDUCED_LEADERS_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_STOLEN_WATER_OUT_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_TRAITOR_PEDIA
UndefinedSymbol: TXT_KEY_UNIT_WATERSTEALER_PEDIA

c. Looks like none of these projects have text. I did not add any.

UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_ELECTRICAL_SYSTEM_PEDIA
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_ELECTRICAL_SYSTEM_STRATEGY
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_HULL_PEDIA
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_HULL_STRATEGY
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_POWER_SYSTEM_PEDIA
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_POWER_SYSTEM_STRATEGY
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_PROPULSION_SYSTEM_PEDIA
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_PROPULSION_SYSTEM_STRATEGY
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_WEAPONS_SYSTEM_PEDIA
UndefinedSymbol: TXT_KEY_PROJECT_MONITOR_WEAPONS_SYSTEM_STRATEGY

d. I am not sure if this will cause any problem, but this whole file has undefined references. Might cause a problem if somebody turned on the revolutions related features, even by accident.

UndefinedSymbol: CIVILIZATION_AMERICA
Used: dune assets/python/revolution/rebeltypes.py at line 31

e. These are included in the artdef files, but no longer used. This is not a problem but it could be cleaned up.

UnreferencedSymbol: ART_DEF_BONUS_MARBLE
UnreferencedSymbol: ART_DEF_BUILDING_DAR_AL_HIKMAN
UnreferencedSymbol: ART_DEF_BUILDING_DESERT_DOCK
UnreferencedSymbol: ART_DEF_BUILDING_HIGH_TRIBUNAL
UnreferencedSymbol: ART_DEF_BUILDING_HOUSE_SHIELD
UnreferencedSymbol: ART_DEF_BUILDING_ORGANIZATION_CODEX
UnreferencedSymbol: ART_DEF_BUILDING_THINKING_MACHINE_FACTORY
UnreferencedSymbol: ART_DEF_BUILDING_UNDERGROUND_RESERVOIR
UnreferencedSymbol: ART_DEF_BUILDING_WEATHER_SCANNER
UnreferencedSymbol: ART_DEF_IMPROVEMENT_WINDMILL2
UnreferencedSymbol: ART_DEF_IMPROVEMENT_WINDMILL3
UnreferencedSymbol: ART_DEF_UNIT_DUCAL_GUARD
UnreferencedSymbol: ART_DEF_UNIT_DUCAL_TROOPER
UnreferencedSymbol: ART_DEF_UNIT_HEIGHLINER
UnreferencedSymbol: ART_DEF_UNIT_SIEGE_TOWER
UnreferencedSymbol: ART_DEF_UNIT_STONEBURNER_MISSILE
 

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The AI is doing noticably better. I actually had to *lower* myself to playing on Monarch level. I did win but my score dropped by ~50,000. I find the increased challenge to be very enjoyable.

The AI did not use espionage on me at all. I did have espionage superiority most of the game however. Also, the only civs that were left were the Fremen, Atreides and the BG so that is probably why. I did have quite a bit of success as Ordos destroying buildings and improvements though. :)

I like that the waterstealer unit now can "steal" water from you. Adds nice flavor. All in all, I'm loving all the recent changes. Keep up the good work. :goodjob:
 
I just installed and ran 1.9 Beta II. I had a somewhat earlier version installed (1.6.5, I think), which it uninstalled before installing the new version.

Result: not so good.

Play now, Arrakis map, default settings for everything. Go.
Many Python error screens to click through on start (I have Civ set to show them).
Then it seemed to be OK for a bit (there were problem problems that I didn't notice)...
Move initial warriors to scout for starting spot = OK.
Move settler 1 and settle = OK.
Set city's first build = OK
Bring up tech screen and pick first tech to research = OK
Click end turn button = OK
New turn, one of the starting units starts selected. He is glowing blue. There is no XP line showing for the unit. Give him a promotion. Still glowing. Give him another. Then another. Then all of the rest until there aren't any more to give him. That is one impressive soldier. The other soldier is also glowing blue...

Check the attached screenshot. In addition to the unit, notice the current quantity of gold and the gold/turn rate in the upper left.

This all is apparently due to the Python problems. The PythonErr.log is quite long (8439 lines, 628KB), but the very first thing is apparently the cause of it all:
Code:
Traceback (most recent call last):

  File "<string>", line 1, in ?

  File "<string>", line 52, in load_module

  File "CvGameInterface", line 14, in ?

  File "<string>", line 52, in load_module

  File "CvGameInterfaceFile", line 9, in ?

  File "<string>", line 52, in load_module

  File "BugGameUtils", line 455, in ?

  File "BugGameUtils", line 452, in init

  File "BugGameUtils", line 156, in __init__

  File "CvGameUtils", line 39, in __init__

AttributeError: type object 'CvPythonExtensions.GameOptionTypes' has no attribute 'GAMEOPTION_REVOLUTION'
Failed to load python module CvGameInterface.
After than, anything that uses CvGameInterface has problems. This is a lot of things...
The first few:
Code:
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function calculateScore failed. Can't find module CvGameInterface
Traceback (most recent call last):
  File "BugConfig", line 110, in unknown_endtag
  File "BugConfig", line 334, in endChild
  File "BugConfig", line 337, in end
  File "BugConfig", line 318, in process
  File "BugGameUtils", line 403, in handle
  File "BugGameUtils", line 104, in addHandler
  File "BugGameUtils", line 107, in addNamedHandler
AttributeError: 'NoneType' object has no attribute '_addHandler'

The specific thing for the unlimited promotions is
Code:
ERR: Call function getExperienceNeeded failed. Can't find module CvGameInterface
Having that call fail apparently causes it to need 0 experience to get to the next level.

The underlying issue is in that line 39 in CvGameUtils.py, the line starting "self.revModEnabled" here:
Code:
	def __init__(self):
		#RevolutionDCM - Inquisition Mod
		self.revModEnabled = gc.getGame().isOption(GameOptionTypes.GAMEOPTION_REVOLUTION)
No GameOptionTypes.GAMEOPTION_REVOLUTION => exception => failure initializing CvGameUtils object => failure in loading CvGameInterface => a lot of problems.

So why is GameOptionTypes.GAMEOPTION_REVOLUTION not defined? Sure enough, there is no such option in CIV4GameOptionInfos.xml. Should there be?
 

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I just installed and ran 1.9 Beta II. I had a somewhat earlier version installed (1.6.5, I think), which it uninstalled before installing the new version.

Result: not so good.

I think the uninstaller might not actually do a clean install i.e. removing the Mods/Dune Wars folder completely. The file CvGameUtils.py is no longer in the mod anymore. I think it relates to the old implementation of Inquisitors, but now the code in Python/Inquisition is used instead. It seems you may have a mixture of old code and new code.

Try deleting your Mods/Dune Wars folder manually and see it that gets things working.

I've tested a completely clean install on both XP and Windows 7 and can run a 300 odd turn autoplay with no issues.
 
One known issue with Beta II is that Razzia Raiders can be built by anyone. They should require Fremen Water Debt like the Crysknife Fighter and Naib's Chosen.
 
Manually removing the Dune Wars folder and reinstalling 1.9b2 fixed it.

I did notice one bug. The Desert Warfare promotions claim that they give general attack and defense bonuses (multiple times) since the terrain types they actually apply to are all missing:
attachment.php


The second level one is the same.
 

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Sapho Juice is doing nothing for Mentats. I figured out why.

In DuneWars.py, in the Initialize function it is setting self.iBSapho twice. The first time, on line 459 of the file, it is set to be the ID of the the bonus via self.GetCheckInfo("BONUS_SAPHO") . Just a few lines later, on line 479, the same variable is set via self.GetCheckInfo("BUILDING_SAPHO_JUICE_CONTRACT") to represent the contract building's ID. Unless the id of the bonus and the building are miraculously the same this won't work.

You need 2 different variables for the 2 different values.
So I changed the first one, line 459, to be self.iBonusSapho.
Then Changed line 1814 to use self.iBonusSapho instead of self.iBSapho.

After that, it works fine (although the Mentat whatever Sapho buildings show up with a TXT_KEY_RESTRICTED_UNIT tag showing).
 
New minor XML issue.

The cities have two culture levels that have text keys that are not defined in the XML text files:
TXT_KEY_CULTURELEVEL_POTENT
TXT_KEY_CULTURELEVEL_DOMINANT

There are also three culture level text keys that are defined but not used:
TXT_KEY_CULTURELEVEL_ELEGANT
TXT_KEY_CULTURELEVEL_DISTINGUISHED
TXT_KEY_CULTURELEVEL_ICONIC

It looks like the existing TXT_KEY values in EnhancedSizeCities_CIV4GameTextInfos.xml expect a progression of:
NONE
POOR
FLEDGLING
DEVELOPING
ELEGANT
REFINED
DISTINGUISHED
INFLUENTIAL
ICONIC
LEGENDARY

but the progression actually used in CIV4CultureLevelInfo.xml is:
NONE
POOR
FLEDGLING
DEVELOPING
REFINED
INFLUENTIAL
POTENT
DOMINANT
LEGENDARY
 
but the progression actually used in CIV4CultureLevelInfo.xml is:
NONE
POOR
FLEDGLING
DEVELOPING
REFINED
INFLUENTIAL
POTENT
DOMINANT
LEGENDARY
These are the values we intended to use. We manually changed them to allow faster culture progression, since cities in Dune Wars are much further apart on average, and we want big culture to be covering a lot of terrain.
 
I ran a game where there was lot's of spy units running around from Bene Ge and Ecazi.
What I found strange was that most of the time when i caught them on one of my cities or running near, the message that popped up was: "You caught a spy in/near the Fremen city of Fremen" instead of telling me WICH of my cities was the target. And no.. I had no cities named "Fremen" ;)

The game ran on windows 7, with 1.9 beta 2, settings were epic arrakis standard with 6 AI, no special options ticked, for 555 turns until I won a terraforming victory with Paul Muad'Dib, not a single crash, and I left it open for like 2 days.

It's nice to see this mod is still around, I played it alot on 1.8 till i got burned of cIV.
 
The cities have two culture levels that have text keys that are not defined in the XML text files:
TXT_KEY_CULTURELEVEL_POTENT
TXT_KEY_CULTURELEVEL_DOMINANT

There are also three culture level text keys that are defined but not used:
TXT_KEY_CULTURELEVEL_ELEGANT
TXT_KEY_CULTURELEVEL_DISTINGUISHED
TXT_KEY_CULTURELEVEL_ICONIC

Thanks. I'll tidy this up for the final release of 1.9.

Rekiem said:
"You caught a spy in/near the Fremen city of Fremen"

I've had this down as a bug for a while - should be an easy fix. I'll do it for 1.9 final as well.

Rekiem said:
The game ran on windows 7, with 1.9 beta 2, settings were epic arrakis standard with 6 AI, no special options ticked, for 555 turns until I won a terraforming victory with Paul Muad'Dib, not a single crash, and I left it open for like 2 days.

Yes, stability seems good which is pleasing considering the merge of Better BTS AI 1.01 was fairly huge.

keldath said:
the bug menu button is hidden, is this on purpose?

I've never changed this - I don't think it is deliberate. I think it is just that we are on an older version of BUG and the button was either switched off by default or not present for some reason.
 
Just played my first Dune game (1.9 Beta II) on a small Arrakis map with warlord level. No problems! Lots of fun (but, so much to learn)!
 
Just played my first Dune game (1.9 Beta II) on a small Arrakis map with warlord level. No problems! Lots of fun (but, so much to learn)!

Hello dafiden, and welcome to Dune Wars! Glad to hear you're enjoying 1.9.
 
I've got the new Mercantile trait working. This was suggested by Ahriman and will replace the Financial trait. Just a few bits of tidy-up and I can release the final version of 1.9.

Spoiler :
attachment.php

attachment.php
 

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Hello dafiden, and welcome to Dune Wars! Glad to hear you're enjoying 1.9.

Thanks. I really dig the terraforming victory. The same old stock victory conditions get boring to me. Looking forward to another game soon.


P.S. Did you ever play Dune 2?
 
Looking at the tech tree, an alternative to Education for Rocketry:
Culture of Dune. Not the most logical tech, I admit, but its currently an orphan, and its well-placed to be a pre-req, and it might be good for gameplay to tie some social techs in to make them less optional.

For the Weirding Way promotions, the current slot (water of life) really doesn't fit, its massively too early. I suggest we create a new Weirding Way tech that grants the promotions, and requires Military Elite and Prescience, at a beaker cost of ~2,500.
Or call the tech "Prana-Bindu training."

Miniaturization is ok where it is.

I've got the new Mercantile trait working.
Cool. Will need some testing (might be underpowered), but I like the idea of an ability that encourages Open Borders and also has building boosts as its primary feature.

* * *
@dafiden
I think most of us have played Dune 2 at one point or another. One of the first games I ever bought. Ahh, good times. Shockingly bad UI, non-existent AI, terrible unit balance....
I never played the original Dune adventure game though.
 
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