Bts "DUNE WARS" {Development Thread}

Phoenician,
yeah, i dunno why he vanished,

i saw a post by him recently ,
also i sent him today a pm, no reply....

perhaps he doesnt like me...or dune anymore......


well we have to assume at this point that he ditched the project.
We'll have to take what work he has done and give it to someone else to finish.
What has he not given you? What do we have from him?
Maybe The J can finish it for us? Maybe I can?
I thought he finished all the sound design and worms.
 
hummm....
well,

i rather not assume that he left just yet,

for now, we will keep working according to plan,
we have much to do besides the worm,

he has done the modcomp that adds sound level to units, but without the worm event it has no purpose.

im sure that as we go along and when we will have the entire mod ready to be released - by finished i mean xml, art, structure, im 100% certain that people here will give us help, plenty of modders here that can give a hand, im not worried,

i would not have started this mod if i had any doubt that i can create a total conversion mod with the skills i have all by myself,

i can always make a barbarian unit or an animal unit as a worm, dont worry,
either way, this mod will be a really good one.

oh, one more thing,
look at the files i sent you, as you can see i used the opening art you made,
just one thing though, the title: by keldath and friends is hidden/blurry due to the interface, perhaps you can make the black stripes a bit more higher so the title will be seen better :)
 
thanks buddy,

i think im gonna make some changes to terrain function,
its somthing i tried to avoid, but if ,elinko wont be back, to create a code for areal transports,
ill have to remove the sand see ocean terrain like, and make the whole terrain a bit different - basicly like the terrain function on mars now mod - there - the entire map is land.

its still cool, but i prefered a sea like terrain, oh well...

and by doing that, ill need your help to decorate the terrain a bit nicer :)
 
OK, I made 7 new buildings. They are expensive, require late techs, and most of them require late building prerequisite. Keldath, they are all communication satelite (broadcast tower) building class. Your going to have to make building classes for them.
I also made pedia entries for them.

Download building infos here:
http://uploading.com/files/T7FBTX69/New_Buildings.zip.html

Download Buttons-DDS files here:
http://uploading.com/files/AU2ZDMDM/Icons_New_buildings.zip.html

New Buildings:
Spoiler :
------------------------------------------
CHOAM_Commerce_Exchange.jpg

CHOAM Commerce Exchange -600:hammers:
+15%:gold:
can turn 1 citizen into merchant

Requires Folding Space, Bank
-----------------------------------------
Spotter_Control.jpg

Spotter Control - 600:hammers:
+15%:gold:
can turn 1 citizen into merchant

Requires Probes, Spice Refinery
-----------------------------------------
Poison_Snoopers.jpg

Poison Snoopers - 600:hammers:
+2:health:

Requires New Thinking Machines, Hospital
----------------------------------------
Baraka_Monastery.jpg

Baraka Monastery - 600:hammers:
+2:)

Requires Baraka
---------------------------------------
Command_Post.jpg

Command Post - 600:hammers:
+1 trade route
+4 air unit capacity

Requires Stealth Tactics, Airfield
---------------------------------------
Ecology_Research_Center.jpg

Ecology Research Center - 600:hammers:
+25%:science:
can turn 1 citizen into scientist

Requires Atomics, Laboratory
---------------------------------------
Minimic_Station.jpg

Minimic Station - 600:hammers:
+15%:espionage:
can turn 1 citizen into spy

Requires Tchyon Net, Intelligence Agency
------------------------------------------


OK, I go work on terrain now. Keldath give me something to do after I finish terrain.
BTW, please don't get rid of sandsea, keldath, it looks really cool and I don't like pangea type maps. Do whatever it takes to keep the sandsea.
 
awesome!

you rock man,totally man.

somthing to do after the terrain? hummm....
well, if youll take alook at the resources, youll see 5-6 resources that they are imported,
my intention is to make for each of them a building that provides them - after you build space port - you can build for say - refined water convoy building or another name,
this buildings will be world wonders that lets say only 5 can be build in a game, so not every civilization wil be able to get those and trade will be needed - also each civ will be able to build up to 2 of this buildings.

after that - i think we are done with the buildings.




keep the sand see..........hummmm......i really really want too,
theres one option for now....
to disable the units that can move on all terrain, and change the unit movement into the regular one - unit types that can only move on land, and unit types that can only move on sand sea.
hornets offcourse still will be able to move across sand see.

by the way, its no so horrible buddy,
though the whole terrain will be land in my other option, but i increased the level of desert terrain, and i willl make that cities cannot be founded on it, as well as certain units can get in, but, ill work with the sand sea for now....i cant dissapoint you my dear pheonician.
 
hmmmm, about resource wonders. I'm going to leave that for you to do. I have no idea what the benefits and balance of these resources are. I'm gonna work on terrain and probably take a break after that.
I'm getting sick and tired of working on buildings at this point.

Isn't this mod basically finished? we have units, we have the buildings, I'll finish the terrain, we have techs. It seems like all there is left to do is buttons and worm stuff.
 
youre getting sick...hummm..ok....

i wish it was finished....

this is what i have to do:

religion:
7 new religion - for each - buildings and missionaries

corporations :
7 new + buildings

edit the fonts files and add the icons from gods'.

great people:
change names and icons

update revdcm 1.02
update another 2modcomps

do a complete redone of the event files - tons of work.

balance the improvements and bonuses.

optimize the buildings.

optimize the speeds.

do pedia entries for each of the civs

do diplomatic text.

choose models for buildns and setting them

chage and add civics.

do the buttons for each unit, buildings and so on.



we are far fom finishing my dear pheonician,

a total conversion of a mod for just 1.5 people is alot of work,
i cant tell when ill finish, i have alot on my real life, so it might take a month, might take 3.

it took me 2 years to make overlord2 mod and get it to where it is today.

one thing i can promise,
ill finish this mod, even if it will take me 6 month, civ4 is my passion of gaming,

you contributed alot, i appriciate this more then you think,
but, in order to make this mod first version a complete mod, i have to finish all the above,

many mods are relaesed only half done, and with many errors,
i am not6 one of those,
ill release only a 99% mod that has stability and an optimal gameplay.

:)
 
I'm still here, even though I'm not doing much. Main reason is that I'm working on my own mod, but I can still help.
 
Events are handled through Event Infos and event triggers. Events are a pain as quite a few of them require some sort of python to work. Civics and promotions are relativly easy.
 
Ajidica,

thanks buddy.

Phoenician,
you can find the events under the xml folder and events folder, 2 event files to be tamper with,

i dont intend now to add new events so no python work is needed, just need to chaneg their outcome and link them to unit classes resources and buildings,
compare the files to the bts vanilla and youll see what i had to change for npow,
for instance,
i chane the improvment farm - to irrigation,
so i had to delete the reference to farm for now, all that is needed is to add new reffernce to irrigation growth and green house so they will get the bonus,
this goes for the units, say theres an event that gives promotion to a certain unit class - it is needed to choose the unit class - to put for say th mhola class (maula...).

i think it should be easier then the buildings.

also you need to name events and maybe a small description.

as ususal , anything you can do is fine by me, also, if you want a break, i totally understand, everything youve done is beyond my wildest expectations brother.

Ajidica,
perhaps you can do the civics for us?....:)))


thanks guys for the help,

i now in discussions with johny smith to merge in woc lite revdcm.


also im testing the game stability, i have a ctd in late game stages, but a load game can get passed itm maybe its linked with revdcm componants.
 
well we have to assume at this point that he ditched the project.
We'll have to take what work he has done and give it to someone else to finish.
What has he not given you? What do we have from him?
Maybe The J can finish it for us? Maybe I can?
I thought he finished all the sound design and worms.

No, I have not got tired with dune nor have I ditched the project. But that is a good point you make as other then sound no-one really has the work I have done. Also yes I have finished the sound, and the worms.. there is a slight text display glitch I am slowly tracking down, but that is something else.

I will get the worm code to Keldath so no worries, and should be back.. well I should be back :) And will continue where I left off if no-one else picks anything up by then.
 
Great to see Melinko alive and kicking. Good to see you finished the worms and sounds.

OK, I finished Terrain, download here:
http://uploading.com/files/DZ535FCI/TERRAIN.zip.html

I basically did some surgical changes, not that much really.
1. I changed rivers to look like moisturized sand or quick sand.
2. I recolored and reblended ice, ice blends, and tundra, and tundra blends.
It all looks smooth. Keldath, I would recommend replacing the mushrooms with orange-brown bushes. They are supposed to be spice plants right? But they just look like giant mushrooms.

Spoiler :

This is change to rivers:
terrain.jpg


This is change to ICE/TUNDRA:
terrain2.jpg


I'll get to work on events later.

Keldath, I hope you didn't forget about the spiritual victory along with the seven holy shrines.
 
Keldath, you do know that you can set a terrain to be water without using the water graphics IIRC. The water graphics just don't look right.
 
As far as I can tell, yes. Art has no effect on the game as far as I can tell, so it should work.Only problem would be distinguishing between the terrain.
 
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