Deliverator
Graphical Hackificator
Some information about the current state of Bonuses and Bonus Placement. These are the current Dune Wars bonuses (yes, I know the correct plural is boni) :
Current Bonus List
Special Bonuses:
Groundwater, Spice
+1 Water Dew Plants:
Sword Grass, Burro Weed, Spiked Paintbush, Barrel Cactus, Creosote, Sand Verbena
+1 Hammer Bonuses:
Soostone, Crystal, Jasmium Quartz, Plaz, Ore, Nettele, Skein, Plasteel, Fogwood
+1 Commerce Bonuses:
Phibian Root, Sapho, Spice Dye, Burro Bush, Minerals, Shigawire, Nitrat, Smoke Tree
Other Bonuses:
Iridium, Refined Water(?), Refined Spice(?)
Imported Goods:
Imported Incense, Imported Silk, Imported Spices, Imported Nutrients (I think these take the place of Hit Singles, Hit Musicals, and Hit Movies, but not sure)
Dummy Graphical Bonuses:
Sandtrout, Little Maker
Civ4BonusInfos
As of Dune Wars 1.3, bonus placement was overhauled completely. The file defining bonus placement rules is Civ4BonusInfos.xml. There are currently only a few tags that are significant in determining placement for each bonus resource:
<iPlacementOrder>: The order in which bonuses are placed, starting at zero and counting up. All of the zero resources will be placed before proceed to those with iPlacementOrder 1 and so on. If after the higher priority bonuses are placed there are no available squares left, then none of the lower priority bonuses will actually appear.
<iTilesPer>: This determines the amount of each bonus to be placed proportionate to the total number of tiles on the map. So, an iTilesPer of 256 means "Place one of this resource for every 256 tiles on the map". Halving the number means double the number will be placed (provided there is available room) and doubling this number will half the number to be placed.
<bHills>,<bPeaks>,<bFlatlands>,<TerrainBooleans>,<FeatureBooleans>,<FeatureTerrainBooleans>: these all determine what terrains and features the bonus can appear on. Adding FeatureBoolean for Forest on its own seems to do nothing unless you add Grassland to FeatureTerrainBooleans to tell it that this bonus can appear on Grassland Forest.
<iGroupRange>,<iGroupRand>: These tags are used when you want to have little clumps of bonuses. iGroupRange = 1, iGroupRand = 25 means that for every one of this bonus placed there is a 25% change of another of the same bonus appearing within a 1 tile radius.
<iUnique>: Prevents bonus clumping. When set to 1, no two adjacent tiles may contain this resource. The downside is the available space on the map is used up more quickly. Note: there is a hardcoded game rule that means that two adjacent tiles cannot contain two different bonuses.
<bNormalize> This tag is meant to add extra of this bonus for starting positions. I've not seen it make a huge difference, perhaps because the map is already full of bonuses when it gets to this stage.
<iAIObjective> This makes the AI care more about this bonus. If that sounds vague then that's because it's all I know about it...
Bonus Placement
This is the bonus placement strategy in 1.3.1:
iPlacementOrder = 0, iTilesPer = 8
Groundwater - Due it's importance to growth this is much more common than everything else. iUnique, iAIObjective, bNormalize are set to 1 for this and this only at present. Since it has order 0, all groundwater is placed onto an empty map before any other bonus is placed. Other bonuses then have to fill in around it.
iPlacementOrder = 1, iTilesPer = 70
Sword Grass, Burro Weed, Spiked Paintbush, Barrel Cactus, Creosote, Sand Verbena -These have iGroupRange=1, iGroupRand=30 for clumping.
iPlacementOrder = 2, iTilesPer = 256
All +1 Hammer Bonuses and +1 Commerce Bonuses: iTilesPer has to be high otherwise the process doesn't get through all the resources before running out of space.
iPlacementOrder = 4, iTilesPer = 256
Iridium: There's no logically reason for this to have order = 4, but it does for now.
iPlacementOrder = 6, iTilesPer = 256
Sandtrout, Little Maker: These are cosmetic only.
I'm sharing all this info so that others can play with the tuning of the system. As I've said before, bonus placement is as key as the mapscript in determining the landscape of Arrakis.
One issue is that a bonus placement strategy for one mapscript can work poorly on another. We may face this issue with Cephalo's mapscript - but I believe you can code bonus placement into a script as well which may get around this issue.
Other Discussion Points
Other points/queries about bonuses:
1) Flavour-wise I think Shigawire and Fogwood should be replaced with something else as these plants are not native to Arrakis.
2) A lot of these bonuses are a complete mystery as to what they are. As Koma said in another thread, in order to decide prerequisites for units, we need to have a vague idea what these substances represent. Perhaps, we can use this thread to gather background info on these bonuses which can then go in the Pedia.
3) I think Burro Bush is too similar to Burro Weed and should be renamed to something more different.
4) Minerals is a bit generic - perhaps Gemstones or Diamonds would be appropriate. Also, what is Nitrat - is it a typo for Nitrate or Nitrates?
Current Bonus List
Special Bonuses:
Groundwater, Spice
+1 Water Dew Plants:
Sword Grass, Burro Weed, Spiked Paintbush, Barrel Cactus, Creosote, Sand Verbena
+1 Hammer Bonuses:
Soostone, Crystal, Jasmium Quartz, Plaz, Ore, Nettele, Skein, Plasteel, Fogwood
+1 Commerce Bonuses:
Phibian Root, Sapho, Spice Dye, Burro Bush, Minerals, Shigawire, Nitrat, Smoke Tree
Other Bonuses:
Iridium, Refined Water(?), Refined Spice(?)
Imported Goods:
Imported Incense, Imported Silk, Imported Spices, Imported Nutrients (I think these take the place of Hit Singles, Hit Musicals, and Hit Movies, but not sure)
Dummy Graphical Bonuses:
Sandtrout, Little Maker
Civ4BonusInfos
As of Dune Wars 1.3, bonus placement was overhauled completely. The file defining bonus placement rules is Civ4BonusInfos.xml. There are currently only a few tags that are significant in determining placement for each bonus resource:
<iPlacementOrder>: The order in which bonuses are placed, starting at zero and counting up. All of the zero resources will be placed before proceed to those with iPlacementOrder 1 and so on. If after the higher priority bonuses are placed there are no available squares left, then none of the lower priority bonuses will actually appear.
<iTilesPer>: This determines the amount of each bonus to be placed proportionate to the total number of tiles on the map. So, an iTilesPer of 256 means "Place one of this resource for every 256 tiles on the map". Halving the number means double the number will be placed (provided there is available room) and doubling this number will half the number to be placed.
<bHills>,<bPeaks>,<bFlatlands>,<TerrainBooleans>,<FeatureBooleans>,<FeatureTerrainBooleans>: these all determine what terrains and features the bonus can appear on. Adding FeatureBoolean for Forest on its own seems to do nothing unless you add Grassland to FeatureTerrainBooleans to tell it that this bonus can appear on Grassland Forest.
<iGroupRange>,<iGroupRand>: These tags are used when you want to have little clumps of bonuses. iGroupRange = 1, iGroupRand = 25 means that for every one of this bonus placed there is a 25% change of another of the same bonus appearing within a 1 tile radius.
<iUnique>: Prevents bonus clumping. When set to 1, no two adjacent tiles may contain this resource. The downside is the available space on the map is used up more quickly. Note: there is a hardcoded game rule that means that two adjacent tiles cannot contain two different bonuses.
<bNormalize> This tag is meant to add extra of this bonus for starting positions. I've not seen it make a huge difference, perhaps because the map is already full of bonuses when it gets to this stage.
<iAIObjective> This makes the AI care more about this bonus. If that sounds vague then that's because it's all I know about it...
Bonus Placement
This is the bonus placement strategy in 1.3.1:
iPlacementOrder = 0, iTilesPer = 8
Groundwater - Due it's importance to growth this is much more common than everything else. iUnique, iAIObjective, bNormalize are set to 1 for this and this only at present. Since it has order 0, all groundwater is placed onto an empty map before any other bonus is placed. Other bonuses then have to fill in around it.
iPlacementOrder = 1, iTilesPer = 70
Sword Grass, Burro Weed, Spiked Paintbush, Barrel Cactus, Creosote, Sand Verbena -These have iGroupRange=1, iGroupRand=30 for clumping.
iPlacementOrder = 2, iTilesPer = 256
All +1 Hammer Bonuses and +1 Commerce Bonuses: iTilesPer has to be high otherwise the process doesn't get through all the resources before running out of space.
iPlacementOrder = 4, iTilesPer = 256
Iridium: There's no logically reason for this to have order = 4, but it does for now.
iPlacementOrder = 6, iTilesPer = 256
Sandtrout, Little Maker: These are cosmetic only.
I'm sharing all this info so that others can play with the tuning of the system. As I've said before, bonus placement is as key as the mapscript in determining the landscape of Arrakis.
One issue is that a bonus placement strategy for one mapscript can work poorly on another. We may face this issue with Cephalo's mapscript - but I believe you can code bonus placement into a script as well which may get around this issue.
Other Discussion Points
Other points/queries about bonuses:
1) Flavour-wise I think Shigawire and Fogwood should be replaced with something else as these plants are not native to Arrakis.
2) A lot of these bonuses are a complete mystery as to what they are. As Koma said in another thread, in order to decide prerequisites for units, we need to have a vague idea what these substances represent. Perhaps, we can use this thread to gather background info on these bonuses which can then go in the Pedia.
3) I think Burro Bush is too similar to Burro Weed and should be renamed to something more different.
4) Minerals is a bit generic - perhaps Gemstones or Diamonds would be appropriate. Also, what is Nitrat - is it a typo for Nitrate or Nitrates?