Bts "DUNE WARS" {Development Thread}

The Sound SDK ModComp is done, and now released!

Discussion Thread
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I also started a discussion thread for the mod itself, but mainly just for bug reports etc.. :goodjob:

Also I am going to be kinda busy working on the next project, so if anyone wants to mess with that Mod, set values, change values, etc.. just in general Beta Test it.. that would be awesome.

Now going to start working on the Worm itself, to do this I am going to first get the worm in there, then get it into an area of a specific Terrain. I am hoping to make it then patrol its area then head towards the highest sound level. Give me a couple of days on this one as I am going to need to check Unit Orders, and go from there. :)



Have you seen these buildings?
I think, the city centres and the libraries would fit good :).
Those might be awesome for the Freman the sandy look of the buildings fit right in. :)

And to the worms: I have maybe something for a placeholder.
A few weeks ago, i tried to convert units from Morrowind to Civ4, but it failed, because the animations are not working correcty :(.
But there's a model, i think it's something like a grub, it has only one animation, jumping forward. With a brown skin, and lowered in the ground, there would be only a appearing back. Not perfect, but better than using the normal animals.

Hey That would be awesome, right now I have a worm dressed up as a fighter :P heh
 
Just finished some miniature paintings for buttons/civopedia art for the
"7 Holy Shrines" required for Spiritual victory(see previous page).
I will be working on all the names and concepts for buildings and finding/making buttons/civopedia art for them. (except religious buildings)

Civopedia entry for Holy Shrines:
It is hoped by constructing these massive holy shrines and with enough faith that God himself will defeat our enemies and bring paradise on Earth.

Spoiler :
Temple of Muad'Dib
MuadDib.jpg


Temple of the Water of Life
WaterofLife.jpg


Temple of Jihad
Jihad.jpg


Temple of Shai-Hulud
Shai-Hulud.jpg


Temple of the Great Mother
GreatMother.jpg


Temple of St. Alia-of-the-Knife
Alia.jpg


Temple of Karama
Karama.jpg
 
wow guys!

Phoenician!
excellt job!!!

great - pedia entries for the mod will be a great contribution by you! thanks alot!
wowo great art work,
and i like the spiritual victory!

the_j,
thank alot buddy!
i already forgot i asked :) really appreciate this.

Melinko,
great joo aswell,
i will incorporate the mod really soon.


the dwarf buildings are perfect for the fremen indeed,

and yeah i saw that gun effect, would be nice for the desert guys :)


you guys just gave me a whole lot to do hehe...

im near complition of the unit classes- power and resourse req.

:)
 
hey keldath buddy,
You can save a lot of time and actually be very creative by using the religious buildings and icons from the Gods of Old scenario in BTS. They look like Dune religions!!!!!
And you can just use the default Jewish package since Judaism is a religion in the Dune universe.

List of 7 religions in Dune from http://en.wikipedia.org/wiki/Religions_of_Dune:
Spoiler :

Zensunni
Zensufism
Zenshiism
Judaism
Mahayana Christianity
Muadru
Navachristianity


Look how cool and ancient the God of Old stuff looks, perfect for Dune and it will save you a lot of time. All you have to do is rename them and redo the civopedia entries:

Spoiler :
ss1.jpg


ss2.jpg


ss3.jpg


ok, I'm gonna go back to work on the buildings. Doing a lot of research in my books so they are "Dune accurate".
 
oh ok, i will re add them,

try to find more names, or invent some for the rest of the houses, some have a few.

a;so, pedia entries for each house will be nice.

thanks.


hey guys,

what do you think about roads in the mod?

my first thoufgt was:

roads will be named - underground tunnels, and will basicly will be as roads, without any special graphics,

desert lanes - same as rail roads, can be built on sand sea,

m thinking about maybe remove the railraod idea, and just leave the mod with roads,
but,
when using lanes on sand sea the units that can travel both lan and sea will get movement bonus,

so what are your thoughts?
 
Roma Atani, cool choice. But I am wondering, what's about House IX with their hight tech products. Are they left out on purpose?
 
Keldath,
I forgot to do Bene Tleilux description, I just added it with the other civs on previous page.
OK, I added more cities for ALL civs-even more for Bene Gesserit and Harkonnen because they have 2 leaders each.

Bene Tleilux Civ:

Spoiler :
Scytale (Industrious/Protective)
Face Dancer of the Bene Tleilux
Favorite Civic: Organized Religion
Scytale1.JPG


Tleilaxu Face Dancer Scytale is involved with the Guild Navigator Edric, Bene Gesserit Reverend Mother Gaius Helen Mohiam, and Princess Irulan Corrino (the consort of Emperor Paul "Muad'Dib" Atreides) in a plot planned by Scytale himself to force Paul from the throne through assassination or abdication. Unlike later Face Dancers presented in the series, Scytale appears autonomous, and his high-level dealings with the other conspirators suggest a certain rank and level of trust among the Tleilaxu.
Scytale kills and assumes the appearance of Lichna, the daughter of the trusted Fremen Otheym, in order to gain entrance to the Atreides Keep at Arrakeen and lure Paul out to Otheym's house, where Scytale has planted a nuclear weapon called a stone burner. The attack fails to kill Paul, but the atomic blast blinds him. Scytale soon makes an attempt to force Paul's allegiance. With the Tleilaxu ghola of Duncan Idaho having regained the memories of the deceased original, Scytale has proven that the Tleilaxu can essentially "resurrect" a human being. He offers Paul a ghola of his concubine Chani, who has just died giving birth to their twin children Leto II and Ghanima. Though tempted, Paul refuses. Scytale holds a knife over the newborn twins; unless Paul accepts, he will kill them instantly. Paul instead kills Scytale with a thrown crysknife, guided by a prescient vision sent by his infant son.
 
JustATourist,

not to worry, ix will indeed get in the mod,
but, it will be after the first release, thegoal is to get an optimal version inside,
then start adding more and more stuff.
and the first thing is adding around 10 houses more.

Phoenician,
great thanks,
just one favor,
mark the added city names, it will be easier for me to recognize the added names.

:)
 
OK, Keldath, here are the civopedia for the Houses that you wanted. Will later get back to work on buildings.

House Atreides
Spoiler :
House_Atreides_Insignia.jpg

Leader: Duke Leto Atreides

History: , House Atreides is led by the Duke Leto Atreides I. His concubine is the Bene Gesserit Lady Jessica; she had been instructed by her order to bear a daughter as part of their breeding program. But out of love for Leto, she had given him a son: Paul Atreides. This seemingly innocuous choice would drastically change the course of mankind forever.
The Atreides are lured to the desert planet Arrakis under the pretense of taking over the spice-mining operation there. The spice is the most valuable commodity in the universe — it makes interstellar travel possible, extends life and can unlock dormant abilities in the Bene Gesserit — and Arrakis is its only known source. But Leto and his family are caught in a plot to destroy them, orchestrated by their rivals of millennia, House Harkonnen, and the jealous Padishah Emperor Shaddam Corrino IV himself.
An attack on the Atreides, assisted by a Harkonnen traitor in their midst and the Imperial Sardaukar soldier-fanatics, results in Leto's death. Paul and Jessica flee into the desert and are presumed dead; they find a place with the native Fremen, who believe Paul is their prophesied messiah, the Mahdi. Jessica gives birth to Leto's daughter, Alia; the child is what the Bene Gesserit call an Abomination because Jessica had undergone the ritual spice agony while pregnant, inadvertently awakening Alia to full consciousness in the womb. As a result of Jessica's earlier choice to have a son, Paul himself is the Kwisatz Haderach — the goal of the Bene Gesserit breeding program — born a generation early and out of the Sisterhood's control.
Soon Paul is able to amass an army of Fremen, their fierce fighting skills enhanced by training in the Bene Gesserit Weirding Way. He and his Fremen concubine Chani have a son they call Leto, but the boy is killed in infancy as the battle for Arrakis intensifies. Now called Muad'Dib, Paul leads the Fremen forces to victory over the Emperor's Sardaukar on Arrakis, and by threatening the destruction of all spice production manages to depose Shaddam and ascend the throne in his place.


Bene Tleilax
Spoiler :

Bene_Tielax_Insignia.jpg

Leader: Bene Face Dancer Scytale

Histrory: The Bene Tleilax or Tleilaxu are an extremely xenophobic and isolationist society. The Bene Tleilax are genetic manipulators, equivalent in power to a major house in the Imperium. They exclusively control a number of planets in the Imperium, but they are originally connected with the planet Tleilax, the sole planet of the star Thalim.
Not organized along feudal lines (as most of the rest of the Imperium is), the Tleilaxu are secretive and very little is known about them; however, in Heretics of Dune their society is said to be a meritocracy. They are chiefly known for their biological products, such as artificial eyes, gholas, and Face Dancers. Because they deal in morally-questionable but highly desired products, the Tleilaxu are universally distrusted but still influential.


Bene Gesserit
Spoiler :
LadyJessicaAtreides.jpg

Leaders: Reverend Mother Gaius Helen Mohiam / Reverend Mother and Abomination Alia-of-the-Knife


History: The Bene Gesserit are a key social, religious and political force in Frank Herbert's science fiction Dune universe. The group is described as an exclusive sisterhood whose members train their bodies and minds through years of physical and mental conditioning to obtain powers and abilities that can easily seem magical to outsiders. Due to their secretive nature and misunderstood abilities, outsiders often call them witches. Acolytes who have acquired the breadth of Bene Gesserit abilities are called Reverend Mothers within the organization's ranks.
Trained at the Mother School on Wallach IX, and later headquartered at a hidden world known as Chapterhouse, the Bene Gesserit are loyal only to themselves. However, to obtain their goals and avoid outside interference, they often screen themselves with an illusion of being loyal to other groups or individuals.
in the chaotic time after the Butlerian Jihad and before the unveiling of the Orange Catholic Bible, the Bene Gesserit "consolidated their hold upon the sorceresses, explored the subtle narcotics, developed prana-bindu training and conceived the Missionaria Protectiva, that black arm of superstition. But it is also the period that saw the composing of the litany against fear and the assembly of the Azhar Book, that bibliographic marvel that preserves the great secrets of the most ancient faiths."
The Bene Gesserit existed for millennia, appearing as a semi-mystical school that trained women for service to the Empire as Truthsayers or mates. In reality, they were subtly controlling the Empire behind the scenes in order to help humanity become more mature and ultimately guide humanity into tapping its genetic potential.
In addition to their superior combat skills, the Bene Gesserit possessed precise physiological control that allowed, among countless uses, precise control over conception and embryotic sex determination, ageing and even the ability to render poisons harmless within their bodies. Their power of Voice allowed them to control others by merely modulating their vocal tones. Sisters who survived a ritualized poisoning known as the spice agony achieved increased awareness and abilities through access to Other Memory, and were subsequently known as Reverend Mothers.
The Bene Gesserit developed a large-scale breeding program in order to create a superbeing that they could use in order to gain control more directly. To do this they sent breeding sisters to mate with those whose genes they required and whose bloodlines they had subtly manipulated for generations.
Their super-being (the Kwisatz Haderach) arrived a generation earlier than expected in their breeding plan in the form of Paul Atreides, who was free from their control.



Fremen
Spoiler :
Fremen_Insignia.jpg

Leaders: Prophet Muad'Dib / Emperor Leto II


History: The Fremen inhabit Arrakis, also known as Dune, the desert planet that is the sole source of the spice melange in the Known Universe. The Fremen come to Dune thousands of years before the events of the Dune Liberation as the Zensunni Wanderers, a religious sect in retreat. As humans in extremis, over time they adapt their culture and way of life for their survival in the incredibly harsh conditions of Dune. They take to calling themselves the Free Men of Dune, later shortened to Fremen. The Fremen are literally the "Free Men" — convicts who had been transported to "Duneworld" to work for the spice operation of the "Hoskanners" in exchange for a reduction in their sentence.
The Fremen are organized into communities called sietches. Each sietch has a naib leader who decides what the people in the sietch will do (sending patrols, collecting spice, moving to a new place, etc.) and leads the sietch men into battle. A naib can be challenged by another fremen for leadership, and every new naib makes a ceremony in which he swears he will never fall alive into the enemy's hands. The Fremen practice polygamy, apparently as a means of pinpointing male infertility. Because their diet is rich with the spice melange, adult Fremen have blue-in-blue eyes.
Each sietch has a Sayyadina, a wise woman trained in the spiritual traditions of her people who frequently functions as an acolyte to a Fremen Reverend Mother, comparable to a Bene Gesserit Reverend Mother. A Sayyadina can also function as a spiritual leader in her own right. There are hints in the novels that the Sayyadina rite preceded the adoption of the role and title of the Bene Gesserit equivalent.
The Fremen system of justice relies ultimately on trial by combat. The naib of the tribe is the person who killed the previous naib in single combat. Any Fremen may challenge another to a duel to the death over matters of etiquette, law, or honour; the winner of the duel is responsible for the wife, children, and certain possessions of the loser, as well as the right of the circumstances leading to the duel. Because a duel is fought without the water-retaining stillsuit, the victor is entitled to the deathstill-reclaimed water to make up for the moisture sacrificed in the fight.
Fremen are some of the best hand to hand combatants in the universe. Their difficult upbringing and spartan existence ensure that only the strongest survive.
Paul recalled the stories of the Fremen — that their children fought as ferociously as the adults. Padishah Emperor Shaddam Corrino IV later notes, "I only sent in five troop carriers with a light attack force to pick up prisoners for questioning. We barely got away with three prisoners and one carrier. Mind you, Baron, my Sardaukar were almost overwhelmed by a force composed mostly of women, children, and old men."
Due to the invention of the personal body shield, hand to hand combat has re-entered human conflict; all forms of projectile weapons have been made semi-obsolete. Energy weapons — lasguns — react violently with a shield, creating an explosion comparable to sub-atomic fusion, killing operator and shield wearer. Body shielding may be compromised, but only by moving an edged weapon at a speed slow enough to penetrate the tuning of a shield. Additionally, shields are known to drive the fiercely territorial sandworms of Arrakis into a killing frenzy. For this reason, shields are not used on Arrakis's open regions with any frequency and as a result of these plot devices, Fremen have an edge in hand to hand combat because they do not slow their weapons when attacking, unlike those used to attacking a shielded enemy. Fremen use different archaic weapons to great effect (firearms, crossbows), but the most deadly and prized possession of a Fremen warrior is the crysknife — a personally tuned blade ground from the tooth of a sandworm. An untreated crysknife will disintegrate soon upon the death of its owner unless it is close to human flesh. Fremen tradition also demands that a drawn crysknife must not be sheathed until it draws blood. Paul Atreides (in his role as Muad'Dib) personally trains a force of Fremen "death commandos" (known as Fedaykin) in the use of the Weirding Way.
The most notable custom of the Fremen is their water conservation. Living in the desert with no natural sources of water has spurred the Fremen to build their society around the collection, storage, and conservative use of water. The Fremen think about moisture conservation, not simply water conservation. Dune (Arrakis) is a desert planet parched to such a degree that no natural open water exists on the entire planet. Thus water conservation is of utmost importance for survival. The Fremen have also evolved an extended large intestine for greater absorption of water. Water is collected from the atmosphere in windtraps that condense the humidity and add it to the underground water store. Water can also be collected from dead animals and people (especially outside wanderers) and processed in a deathstill which removes the water from the carcass for addition to the sietch water store. The Fremen who caused or discovered the death of the animal or person is then given a set of waterrings whose markings denote a volume of water equal to the amount of water collected.



Sietch Tabr Fremen
Spoiler :
worm.jpg

Leader: Naib Stilgar



History: In 10,175 A.G., Stilgar challenged Forad, the Naib of Sietch Tabr, and defeated him, becoming the new Naib of Sietch Tabr, a title he would hold until his death in 10,228 A.G.
In his youth, Stilgar and two friends, Turok and Ommun, had been cornered by thuggish Harkonnen troopers. Badly injured, Stilgar would have died if Pardot Kynes had not come and helped kill the troops. Because of this water-debt, Stilgar and Pardot Kynes became good comrades. Stilgar, Turok and Ommun promised to help Kynes achieve his dream of turning Arrakis into a paradise. When Pardot Kynes died, Stilgar was a very good friend to his son Liet Kynes, and thereby something of a paternal figure to Liet's daughter Chani (later concubine/wife of Paul "Muad'dib" Atreides).
It was not until 10,153 A.G., after a successful raid against a Harkonnen village, that he acquired the name of Stilgar. Among the members of Umbu Sietch, he was known as Sahkan or "the Desert Hawk."


House Harkonnen
Spoiler :
House_Harkonnen_Insignia.jpg

Leaders: Baron Vladimir Harkonnen / Governor Rabban


History: House Harkonnen is headed by the cruel yet cunning Baron Vladimir Harkonnen. Human life is of little consequence to the Baron or his nephews, the brutish Glossu Rabban and Harkonnen's heir Feyd-Rautha. The Harkonnen homeworld Giedi Prime itself is an industrial wasteland with a low photosynthetic potential, its once-rich natural resources exhausted and the environment fouled with industrial pollution.The Baron himself is "the direct-line male descendant of the Bashar Abulurd Harkonnen who was banished for cowardice after the Battle of Corrin," and House Harkonnen's return to power "generally is ascribed to adroit manipulation of the whale fur market and later consolidation with melange wealth from Arrakis."
A longstanding feud exists between the decadent Harkonnens and the honorable House Atreides of Caladan. The Baron's intent to exterminate the Atreides line seems close to fruition as Duke Leto Atreides is lured to the desert planet Arrakis on the pretense of taking over the valuable melange operation there. Harkonnen has an agent in the Atreides household and the secret assistance of the Padishah Emperor Shaddam IV; the Baron manages to kill Leto, and the Duke's concubine Lady Jessica and son Paul are left to die in the open desert. But this Harkonnen treachery sets in motion Paul's rise to power among Arrakis' native Fremen, and positions him as a threat to the Imperial interests there. The Baron later dies at the hand of Paul's sister Alia, and Feyd is killed shortly thereafter by Paul himself. Now in control of Arrakis, the source of the all-important spice melange, Paul unseats the Emperor.


House Corrino
Spoiler :
HouseCorrino.jpg

Leader: Emperor Shaddam IV

History: Imperial House Corrino is a noble family that came to power after mankind's victory against the thinking machines at the Battle of Corrin (from which they take their name), and rule until deposed by Paul Atreides approximately 10,000 years later during the events of the Liberation of Dune.
Members of this Imperial House rule as Padishah Emperors of the Known Universe for over 10,000 years, from the time of the Butlerian Jihad until the defeat of the 81st Padishah Emperor Shaddam Corrino IV by "Muad'Dib" (Paul Atreides) and the Fremen. Shaddam IV has five daughters, though only two play a part in the events of the Dune saga; the Bene Gesserit-trained Princess Irulan marries Paul in a political alliance designed to effect his ascension to the throne, and her sister Princess Wensicia later plots to place her son Farad'n on the throne.
The Imperial House Corrino's ancestral planet is Salusa Secundus, the original seat of imperial power since the Butlerian Jihad, but the Royal Court is at some point moved to the planet Kaitain before the events of Dune. The harsh conditions on Salusa Secundus allow the Corrinos to develop the universe's most-feared military unit, the warrior-fanatic Sardaukar, the means by which House Corrino controls the Empire.
The Prelude to Dune prequel trilogy (1999-2001) by Brian Herbert and Kevin J. Anderson establishes that Salusa Secundus had been devastated by atomics by a renegade House which is subsequently exterminated, their name erased from history. The planet is intentionally left as a barren wasteland.


House Ordos
Spoiler :
Ordos.jpg

Leader: Mentat Roma Atani


History: House Ordos is a mercantile House concentrated on revenue to sustain the pluto-technocratic elite of their society. The Ordos are portrayed as driven by a calculated and single-minded approach: destroying anything that stands between them and the spice melange. House Ordos originated from the amalgamation of several wealthy families into one large cartel who hire expensive but disloyal mercenaries to fight for their cause.

“House Ordos, of the iceworld Draconis IV. The Ordos are known for their use of forbidden technologies. Their leader is the Executrix, four beings that share a single mind. They communicate through a creature known only as "The Speaker." The Ordos are mercenary, they care for nothing, save power and wealth. In the language of the Ordos, there are no words for the concepts of trust or honor; there are more than 300 for the concept of profit." — Narrator, Emperor: Battle for Dune


House Fenring
Spoiler :
space2.jpg

Leader: Count Hasimir Fenring


History: In the events of Dune, Fenring serves as Governor of Arrakis during the handover period between House Harkonnen and House Atreides (he previously had been the Imperial Agent on Arrakis during the Harkonnen regime). As Padishah Emperor Shaddam's chief counsellor, Fenring is frequently described as "the Emperor's errand boy" in the novel. Baron Harkonnen refers to Fenring as "Ambassador to the Smugglers", indicating Shaddam IV's interest in spice smuggling operations on Arrakis. Fenring is later the Siridar-Absentia of the Atreides homeworld of Caladan while the Atreides occupy Arrakis.
During a subsequent visit to the Harkonnen homeworld of Giedi Prime, Fenring's wife Lady Margot, with his knowledge and following orders from the Bene Gesserit, seduces Feyd-Rautha Harkonnen in order to retrieve his genetic material (through conception) for the Bene Gesserit breeding program. Fenring seems complicit in the Bene Gesserit scheme, saying "I can see now why we must have that bloodline."
In Count Fenring: A Profile (referenced via epigraph in Dune), Princess Irulan writes of Fenring's relationship with her father, Shaddam IV:
"No woman, no man, no child ever was deeply intimate with my father. The closest anyone ever came to casual camaraderie with the Padishah Emperor was the relationship offered by Count Hasimir Fenring, a companion from childhood. The measure of Count Fenring's friendship may be seen first in a positive thing: he allayed the Landsraad's suspicions after the Arrakis Affair. It cost more than a billion solaris in spice bribes, so my mother said, and there were other gifts as well: slave women, royal honors, and tokens of rank. The second major evidence of the Count's friendship was negative. He refused to kill a man even though it was within his capabilities and my father commanded it. I will relate this presently."
When Shaddam is forced into a corner by Paul Atreides in Dune, he and his Truthsayer, the Bene Gesserit Reverend Mother Mohiam, realize "they had one weapon left and both knew it: treachery." Fenring is summoned. Shaddam orders him to kill Paul, but Fenring refuses his Emperor's wishes for the only known time: "The Count focused on Paul, seeing with eyes his Lady Margot had trained in the Bene Gesserit way, aware of the mystery and hidden grandeur about this Atreides youth." Paul represents the success of the Bene Gesserit breeding program of which Fenring himself is a failure. Paul himself notes, "Fenring was one of the might-have-beens, an almost Kwisatz Haderach, crippled by a flaw in the genetic pattern — a eunuch, his talent concentrated into furtiveness and inner seclusion." - According to Appendix IV: The Almanak en-Ashraf (Selected Excerpts of the Noble Houses)


Spacing Guild
Spoiler :
Guild_Small.jpg

Leader: D'murr Pilru


History: The Spacing Guild has a monopoly on imperial banking and interstellar travel: with the use of melange, the geriatric spice, Guild Navigators are the only beings capable of piloting the massive Guild heighliners safely through space. The heightened awareness and prescience the spice grants allows the Navigator to plot a safe course between the stars. Contrary to popular belief, the navigators do not themselves 'fold' space, allowing a nearly instantaneous trip. The space-folding is accomplished by Holtzman engines activated from the navigator's chamber.
The Guild is apolitical (with exceptions, noted below), since their monopoly allows them to dictate terms to all parties that preserves the economy that supports them. As the only party able to transport goods in an interstellar economy, the Guild's highest concern is that commerce continue; for commerce to continue, the Guild must continue; for the Guild to continue, melange must be available. Ultimately, the Guild's only concern is that melange continue to be mined on Arrakis. Because spice is a requirement for long distance space transport, their motto resonates throughout the empire: "the spice must flow."
With their power over interstellar transport, the Guild holds the ability to peacefully end wars and to shape much of the political world. This is not to say that the Guild takes the position of categorically preventing any military action. To the contrary, there have been numerous cases of Guild support of war, and in each of them the Guild was paid high rates to transport troops and materiel.
Houses of the Imperium may contract with the Guild to be removed "to a place of safety outside the System;" in the past some Houses in danger of ruin or defeat have "become renegade Houses, taking family atomics and shields and fleeing beyond the Imperium." The Guild controls a "sanctuary planet" (or planets) known as Tupile intended for such "defeated Houses of the Imperium ... Location(s) known only to the Guild and maintained inviolate under the Guild Peace."
 
JustATourist,
Phoenician,
great thanks,
just one favor,
mark the added city names, it will be easier for me to recognize the added names.
:)

ugh crap. I wrote down so many cities and some of them are crossed off and I don't remember where I started with them. I came up with so many cities in such a short time just so I could get more cities in that I couldn't keep track. I wish I could but I can't remember where I started the new ones and my notes are too unorganized to figure it out. Sorry buddy, but your gonna have to figure them out or do it over lol .
 
Wow, looks like its coming along well keldath. :goodjob:

I don't know about including my weather mod in Dune, I never finished the modcomp and it was overly complex for any real playable mod, but I think I have an idea to implement weather in a lot more practical way.

I will talk with Melinko about it, and we'll see what we can put together. :)
 
Phoenician,
wow p,
i couldnt ask for more,

excellent now i can do the flags with the icons you provided! thanks!


Jeckel,
great, if you can indeed point melinko to it, that would be swell,
thanks.

adeded some more uu's

give me some names for units - not for atreidis hark' or ordos, they are finished .
 
I've talked with Melinko and we're tossing some ideas around on how to implement weather in the mod. We'll figure something out for him to code up for ya. :king:
 
Alright I started the worm, I got the unit and everything in there, but I am going to need to make a new Unit AI for it. What I was thinking of including is

In order of checked.
1) Heal
2) Move To/attack loudest noise
3) patrol

If there are any other actions you think it should take let me know and I will add it, but I think this pretty much sums up what it is going to do. The details of Size of territory, etc, will all be just tags under the UnitInfo so that can be changed whenever you want.
 
Jeckel,

:))

Melinko,

heal?

yes sounds excellent.

while your at it - can you add more unitais?

attack - both sea and land? for example? you know why im mentioning this hehe...

great to know we will be able to manage stuff from the xml.

wow cant ait to see the worm sign in action!
 
Jeckel,

:))

Melinko,

heal?

yes sounds excellent.

while your at it - can you add more unitais?
Yes, but let me work through this one, there is a few things I am still fighting with.

attack - both sea and land? for example? you know why im mentioning this hehe...

great to know we will be able to manage stuff from the xml.

wow cant ait to see the worm sign in action!

I actually checked that out

Code:
if (plot()->isWater() && !canMoveAllTerrain())
{
	getGroup()->pushMission(MISSION_SKIP);
	return false;
}

Now as far as I can tell this is why CanMoveAllTerain stops units from doing its missions on water. So show if canMoveAllTerrain = 1 then should work if given correct mission for the situation. But about what we were discussing... just make it land.. :) We will work out how to make it work, there is so many things we would have to incorporate with sea/land domain that it just wouldn't make it worth to do.
 
The Sound SDK ModComp is done, and now released!

Discussion Thread
Download Page

:goodjob:

Hey That would be awesome, right now I have a worm dressed up as a fighter :P heh

I was right, it has a bit more animations, and they are played in one row.
But look at the attachment, maybe you can although use it.

Phoenician!
excellt job!!!

I agree, what a work!

great - pedia entries for the mod will be a great contribution by you! thanks alot!
wowo great art work,
and i like the spiritual victory!

It might be to difficult.

the_j,
thank alot buddy!
i already forgot i asked :) really appreciate this.

I'm glad, that i can help :).

hey keldath buddy,
You can save a lot of time and actually be very creative by using the religious buildings and icons from the Gods of Old scenario in BTS. They look like Dune religions!!!!!
And you can just use the default Jewish package since Judaism is a religion in the Dune universe.

Good idea.

hey guys,

what do you think about roads in the mod?

my first thoufgt was:

roads will be named - underground tunnels, and will basicly will be as roads, without any special graphics,

desert lanes - same as rail roads, can be built on sand sea,

m thinking about maybe remove the railraod idea, and just leave the mod with roads,
but,
when using lanes on sand sea the units that can travel both lan and sea will get movement bonus,

so what are your thoughts?

I think, roads seems to be not logical, because most units are flying.
Underground tunnels are okay :).

But it would be no problem to remove the need of roads for trading/resources.
It can be done in the same way, like the trading over ocean is allowed.
Just make a dummy-tech, which allows trading over every terrain, and give it every civilization.

Wow, looks like its coming along well keldath. :goodjob:

I don't know about including my weather mod in Dune, I never finished the modcomp and it was overly complex for any real playable mod, but I think I have an idea to implement weather in a lot more practical way.

I will talk with Melinko about it, and we'll see what we can put together. :)

I could also need the weather, so if you're working on it...:)
 

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Its looking good, but for religions, what about Orange Christianity, or is that part of Mahayana Christianity. Although for the Harkonnens, the Leader has to be the Baron Harkonnen, Rabban was only the planetary governor of Arrakis, I don't ever recall if he was made te na-Baron (second in line).
I realize that although I haven't been helping much and don't have much say, I would turn away from the Harkonnens from being purely militaristic. Remember, they planted Yueh in the Atriedes house and orchestrated the whole plan. All the emperor did was give some financail backing and supply the Sardaukar.

I would reccomend roads being called 'Communication Lanes', or something like that. My reasoning behind that is that I'm assuming that in places where you are communicating heavily, you have a better understanding of the terrain and such.
 
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