Arrakis.py map script discussion

Maybe I should try my water = land change again.

I think it's probably not worth the bother, all things considered. Various changes have been made to get the AI to transport units around in Thopters/Hover etc and its probably not worth upsetting that.
 
ahh no panic!

i like this alot!

i have a q,

the start locations are allover the map, isnt suppose to be on the terrain?

anyway, looks freat those dunes.


***

well deliverator,

i always prefered a land based terrain for the entire map, cause the ai will run attack much better...:)
 
The start locations are scattered around the rock 'islands'. What do you think should be different?
 
i always prefered a land based terrain for the entire map, cause the ai will run attack much better...

I prefer the model we have I think. The desert should feel different and dangerous. I still want to persuade people that worms swimming through the rock islands is just wrong wrong wrong...
 
shouldn't the factions all begin on the centered rock?

except maybe the fremen?


you dont have to convince me about worms on rock, it wasnt right in the movies aswell,

maybe we need another beast for rocks?

Yes, I haven't examine starting plots yet. Right now it's just the default routines.
 
maybe we need another beast for rocks?

It's a good idea, but it's difficult to find something native to Arrakis. I think the best thing would be to have more danger from Smugglers and perhaps some barbarian Fremen too. Given the Fremen are tribal, it is fair to think that there are some groups that are not aligned with the two playable factions at the start of the game.
 
I noticed that my 7zip caught a CRC error on polargrid.dds, saying that the file is broken. I'll try it anyway.

Ok this appears to be preventing me from placing polar terrain. With the map version that I posted earlier, instead of placing polar it places arid(grass). After testing, my map seems to be functioning normally. I think I need a new version of polargrids.dds as the file seems to have been corrupted.
 
I still want to persuade people that worms swimming through the rock islands is just wrong wrong wrong...
Another ditto. After all, they're sand worms, not rock worms! ;)

Cheers, LT.
 
Hmm, I'm stumped. I have a question, when you use Arrakis.py is it placing polar terrain?

Nope. Not in the latest version. It was just placing one of the other terrains in the middle instead...

I remember it placing polar in the version before that. I'm not sure but I think they're might be some python that's stopping polar being placed in 1.3.6 ...?
 
Keldath, do mind clearing that post out, now that it's posted in the correct place. :)

@Cephalo: If you install this dev patch minus the BonusInfos over straight 1.3 it should work. See if the polar terrain is placed then. I think davidallen might know more about the polar terrain.
 
Nope. Not in the latest version. It was just placing one of the other terrains in the middle instead...

I remember it placing polar in the version before that. I'm not sure but I think they're might be some python that's stopping polar being placed in 1.3.6 ...?

Yes, that is correct. When Deliverator added the polar terrain it started getting placed by the archipelago mapscript, and we had this whole long conversation about how to stop it. Please locally edit assets/python/DuneWars.py:
Code:
	def onGameStart(self, argsList): [...]
			if iType == self.iTTGrass:
				pPlot.setTerrainType(self.iTArid, true, true)
			elif iType == self.iTTPlain:
				pPlot.setTerrainType(self.iTPlains, true, true)
			elif iType == self.iTPolar:
				pPlot.setTerrainType(self.iTArid, true, true)

The last two lines shown are converting polar terrain to arid. Remove those two lines and it will stop.

The only other solution is to edit *all* the mapscripts and add these lines at the end:
Code:
def normalizeRemoveBadTerrains(): return
def normalizeAddGoodTerrains(): return
 
The only other solution is to edit *all* the mapscripts and add these lines at the end:
Code:
def normalizeRemoveBadTerrains(): return
def normalizeAddGoodTerrains(): return

I think I prefer this. This mod is getting far enough away from normal Civ that custom map scripts should be expected. Dune is just not Earth. A mapscript that tries to make Earth is getting more and more innapropriate as the mod develops.
 
It's not like we have a lot of mapscripts to maintain. I be honest I think we should clear out the ones we have and just go with Dunipelago and Arrakis (when it is finalised).

Even Continents isn't going to play well with the transport changes.
 
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