A mod-mod: "Dune Wars Reduced"

can i add a rover class unit that will act as anti infantry support and later in the tech tree as city defenders?
3 units to add, what do you think?

I think you should add to the scorpion unitcombat, which is pretty small. I think what we are missing is an anti-air vehicle and an anti-infantry, low in the tree.

Also, now might be a good time to look at promotions.
 
I have updated with most of Ahriman's comments. I want to do 1-2 autoplays then I will upload. Regarding the Desert Dock, it is pretty powerful; it makes suspensors 50% cheaper (vanilla drydock). I think we should leave it where it is. I will have to study obsoleteness more, later. Regarding a building to give a tile bonus to cottages, let's include this in the civics rewrite instead of a building.

I recommend that keldath should trim the tech tree. Some suggestions:

1. As we have all agreed, the total beaker cost should remain similar to vanilla; it does not have to be exactly same, but just check the totals for say all tier 1-5 techs and see if it is similar, all tier 6-10 techs.

2. Since both of us have been moving techs around like crazy, please make sure the costs for each tech in a tier are similar. There are tiers which have both a 400 cost tech (bumped up from vanilla) and a 2000 cost tech (bumped down from vanilla). So it is important to normalize this.

3. In a "good" tech tree, you proceed along one line and the developments have related names. In our tree so far, an industry tech leads to something like "Malevolent Designs" which leads to an economic tech, or similar. Please try to make sure that the names along a given line indicate similar things.
 
hey,

I think you should add to the scorpion unitcombat, which is pretty small. I think what we are missing is an anti-air vehicle and an anti-infantry, low in the tree.

didnt got that - are you suggesting that i add scorpion units that will be something like i suggested - anti infantry rover type?

i can add 2 anti air units, we have the troopers as anti air - missile and bee sting, you think we should have a vehicle like that as well?

yeah we did went a little too much with all the techs.

once you get your new patch, ill trim down techs from all eras, ill get around 15 or so out, and i will go through all of their costs, to make sure the cost is just for all tiers.

as for the names, well, ill do my best.

as for promotions,
i indeed plan on doing the entire tree, but, im waiting for us to finalize the tech+unit classes, so ill be able to do promotions to all correctly.

hopefully ill make some progress during this week.
 
I want to get in a position to eliminate roads. To do that, we need more move-2 units low in the tech tree. I would prefer these to be vehicles, and I would prefer them to use the scorpion unitclass. These units will be fighting thopters, primarily, so an anti-air role is important. They may also be fighting infantry and suspensors.
 
"More units" is at best a partial solution; as long as the AI is building lots of 1-move infantry units then it will still tend to have very very slow movement for much of its army.

I think getting the limited terrain roads would be the best long-term solution, though I understand that will take a while to get coded.
 
I agree that would be a great idea. There are no hooks to do it, short of adding to the sdk. Maniac has confirmed this in this thread, but he has also indicated the sdk function CvPlot::canBuild which would need to be modified. This would be a koma project.
There is a canBuild callback for python that can block building something for whatever reason you want, like the plot's terrain. This should be able to block road building.
 
That is an interesting possibility. There are several callbacks, notably cannotMoveInto, which are called huge number of times. Doing this in python with cannotBuild may be possible, but may affect runtime. Doing it in the sdk would be better. There is also another possibility based on the suggestion of "double move inside home territory". I could do this in python, as long as the check was only done at the end of each turn. Then I check each unit in the game, if an appropriate unitcombat, give/take the promotion if they are/not in their own cultural border. This would have some small side effect, such as when you are on your border, you could move two plots out of your territory, when ideally you should only move one.
 
There is a canBuild callback for python that can block building something for whatever reason you want, like the plot's terrain. This should be able to block road building.

Oh yeah, woops.
Using that python function will slow the game down though.
 
Something I've had happen twice in 50 turns; I get a game freeze in between turns which I can end only by going to task manager and End-tasking civ.

I was unable to reproduce the crash in the same spot from going to autosaves and playing forward, so I haven't posted saves.

I noticed when loading autosaves that the game had somehow created a ~1.4 MB autosave during the crash (previus autosaves were ~200kb).
 
DV1: I get a free Kite Thopter at the start, should be a Scout Thopter surely.

Scout Thopter is the default unit for Unit Class Scout, and Kite Thopter is the default unit for Unit Class Thopter. Presumably something was changed so that a free Unit Class Thopter unit is placed instead of a Scout. Can we fix this?

Edit: I changed the Unit Class of the Scout Thopter to Thopter and the default unit of the Unit Class Thopter to Scout Thopter and that works. Whether this is the proper fix I'm not sure...
 
Something I've had happen twice in 50 turns; I get a game freeze in between turns which I can end only by going to task manager and End-tasking civ.

Did this happen with 1.4.2/1.4.3, or only 1.4.4? I autplayed a half dozen games and I did get one crash, but I also could not reproduce that. I assume you have python logging on, and I assume you would have posted if PythonErr.log had any text in it?
 
I don't know if this is an issue, but I don't see connected resources in the right hand panel of the city screen. Wrong user expectation? BUG thing? New City Screen thing?
 
Did this happen with 1.4.2/1.4.3, or only 1.4.4?

I didn't have this problem before 1.4 that I can recall.
I have python tracking on, I didnt' get any python errors. I didn't think to check the log file separately.
I can post a save before if it happens again even if I'm unable to reproduce it from that save if you like.
I don't know if this is an issue, but I don't see connected resources in the right hand panel of the city screen. Wrong user expectation? BUG thing? New City Screen thing?

I can't replicate this, city screen works fine for me. Dumb suggestion, but are you sure you have the Desert Trade tech researched? You don't get resources even with the improvement built on them until desert trade.
 
OK GUYS,

i edited the tech tree, again total rework,

the tech number is 13-15 lower, cant remember exactly,

i re did most of the preqeq for all techs, moved around,

i think its very optiomized now,

i didnt do the tech cost...i sat on this a few hours and got tired.


my next update will be to add the new art by deliverator, and place in 2-3 more unit:
scorpion combat, rover units that will act as anti infantry and with defensive capability.

i think we are getting close to finish the tech tree and the unit class tree,
i really want to get this over with so we can all continue on working on other stuff like uus, promotions, civics and more.

i would like if everyone can say their opinions on the tech and units so we will know theres an agreement on the current trees.


***********************
youll get some errors o the missing techs, dont worry i fixed and replaced the missing tags, ill upload the full patch in a day.
make sure to back up your old tech file, this is just so youll have impressions.
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yours truly, keldath.
 

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I can't replicate this, city screen works fine for me. Dumb suggestion, but are you sure you have the Desert Trade tech researched? You don't get resources even with the improvement built on them until desert trade.

Had Desert Trade and connected goods - was able to see them in diplomacy. The right hand panel of the city screen seems to be permanently blank. Also, noticed that hovering over the happy face at the top doesn't give me a breakdown of happiness.

Well, seeing as I'm the only person to report the lines on the new city screen it doesn't suprise me that it isn't working properly for me. I'll have to figure out how to revert to the boring old blue one, now that the new one is Pak'ed in.
 
AH29
Reduce the promotions requirements for thumpers to combat or drill 1. Its too annoying to have to wait to get a 3rd level unit to get this.
Unless the intention was for this to be inaccessible, since the AI is never going to be able to intelligently use thumpers to distract worms from its spice operations.
 
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