Bts "DUNE WARS" {Development Thread}

Well I was thinking if you added the SDK changes from it you could have the worker AI working for all of the improvements in the ocean and perhaps different dune sea colonies made.

If you add the normal worker AI to the AIs for the workboats (or whatever the equivalent here is), there's a chance, that they'll use it.
I've tried that for my mod: It seems, that the sea-worker-AI is only triggered, when there are resources to connect.
But after that "activation", there's a chance, that the AI is changed, and they build improvements on plots without resources.
Sure, that's not the best, but it should not prevent that feature from being added.
 
Well I would have to look at the WoC first to make sure. But I though the workers will continue working on into the ocean. So you do not even really need another unit if I am right. But have not tried it in a while. I mean connection or not I thought.
 
Keldath, I was playing on Play Now!, but how the game is started is independant from the AI, so the AI not building any more colonies is an AI, not map issue.
 
Adjica, I think you should stop using play now. The AI does use the extra settler, it does build cities, and there are many speed levels.

Keldath, I found another bug. The carrier hover will not carry fighters, because it has hidden nationality I can't protect it also.
My hawk strike (light thopter) cannot perform fighter engagement mission as in circle the air to intercept incoming air. It's range is really crappy also.

I'm currently playing a monarch standard size map with 3 continents. I control 1 full continent now and some of another. The AI launched some nasty amphibious invasions at me and some sneak attacks, I lost a couple cities but got them back. It's a good thing I am running representation and have lots of settled specialists because I have been running my science slider at 0% for a very long time because of my fairly large military and because I control so many cities. I'm in the renaissance now.

The AI is pretty damn aggressive-I started the game with 10 civs including me--I think there is only 4-5 civs remaining --including me--the rest are dead.
 
Phonecian: About speed levels, did you not see my screenshot showing there are only 4 speed levels, and that the colony pod is sitting in the AI's capital even though there is plenty of land about? Besides, why should how the map is generated have any influence over how the UnitAI work? If it is to perform as a colony unit, it should go out and find a good spot to settle. Screenshot please of your game where the AI built multiple cities and didn't just conquer them?
 
Ajidica dear buddy,

if you want to enjoy the mod properly, you musnt go to the "play now" option,
this mod is built to be played , only through custom game screen, most mods are built this way,
i promiss once you go through custom game, youll have it all.

and another thing - do not choose the map dune, until further notice, choose something like continents or something.


Phoenician,
im very very glad to know the ai is aggressive! thats good news! i like the mod to be a a challange!, also happy to hear it uses amphibious attacks!

keep reporting me bugs as you do, and perhaps suggestions for fix for them, most important - unit values.

do you think guys, that i should add more sand sea units ( hover types)? or the hovers does the job? and if so - on which tech?


your feedback is the most important part before releasing guys, keep at it :)


johny and the_j,
i noticed that the worker sea - wont build sea improvements unless theres a bonus - im no so happy with this.


as for sea colonies for late stages, if ill have the code ill insert it, not sure though about enabling it at the moment -it may change the gae balance. but im interested in this.

thank you akk good people.
 
Keldath, how the map is generated has no effect on the UnitAI which controls what the AI should consider the unit for. EG: If there is unexplored land, the AI will send out a scout. Going by that logic, if there is land out there that is explored and is half-decent terrain, the AI will send out a a settler to colonize it.

I actualy haven't played the mod since I dled the new version and tried it a bit, I've been working on trying to get the alpha2 release on my mod ready. I used primarily Dune leaderheads, so if you guys need the any from the new Dune, I have:
Leto
Gurney Hallack
Thufir Hawat
Gaius Helen Mohiam
The Lady Jessica
Duncan Idaho (first movie, different actor in second. Interestingly enough, the actor also played Kynes)
Pieter DeVries (One of my favorite characters in the Dune book, up their with Shaddam, Irulan, Baron, and Mohiam. By far favorite character is Hidar Fenn Ajidica from the prequels)
Wellington Yueh
 
Ajidica,

hummm....."new dune"? i dont understand, is your mod consists out of dune theme? or you made a mixed concept of dune and some otherfeatures?

i would love to have those leaders, i can add them aswell, thanks.

i know the map gen has nothing to do with the unitai, but, as i said, the ai do use the second settler when playing the game through custom game, and a regular map.

:)
 
hi guys,

ok, i think im almost ready to release the mod,

ive finished all the main stuff i wanted to change,

one thing ill leave for next version is the improvement buttons.

i also have many unit art that i havent added, im saving them for the new houses.

if there's anything important that you think i have top fix before release, like unti tweaks, more unit types, buildings, resource preqeq, or whatever you guys have in mind.
plz post here,

i hope that by tomorrow, ill release version 1.
 
Keldath: Odd that the AI uses the second settler only on custom maps. I would reccomend making that big and bold on the main post so people notice it.
What I mean by 'new Dune' is that with the exception of Shaddam, all of the leaderheads that I used were pictures from the '00 Miniseries (the pictures are of better quality and I was too lasy to trawl through google) About 1/6-1/4 of the mod is heavily Dune inspired, and everything else has probably been effected in some way or another by it and Farscape.

Good timing that Dune was featured in the Modcast with V1 coming out soon, you along with Phonecian, Johnny_Smith have put alot of work into it.
 
Ajidica,

yeah...i will post that out and bright, it is weird...

its very cool that you made a mod that merges features from different worlds :)
one thing though - why wont you post the mod in the main mods forum? why in general discussion? give it its proper place ...

yeah just saw it on the main page!
im excited dune to be mentioned!!! im dl now how cool!

yes, we all have put alot of work - a month and the half for a total convertion mod is not bad :))

v1,

i wanna get it out, but i want a bit more conformation and some more feed.
 
Its actualy not hard to take your favorite elements from many different sources and put it into one mod, rather it is easier as you have so many different options to chose from and since you haven't made your mod follow one thing, theres nothing wrong with stealing ideas from other mods.
The reason I haven't made a thread for my mod in the main forum is that, rightly or wrongly, the mod forum is for Beta mods, not alpha. I still consider my mod alpha because it is intended to be played on a scenario so still need to get that planned out. (Also, I want to avoid a repeat of the first 'mod' I released there, which was little more than a really poor scenario and a few really minor XML tweaks) The next release will likely be on main forum if I at least have a rough idea of the map. (I'll be using FinalFrontierFlat as a base, being able to fly across the universe always seemed odd to me and violating almost every rule of physics.
 
Here are some changes to resource fonts if you want them. I only began on them.

Just big swap is why to RevDCM fonts. Anyway you can see what I mean. Changed a few dds files.
 
Hi, the download for the sound add on doesnt work.
 
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