Bts "DUNE WARS" {Development Thread}

hehe yeah i did...

although it had its charm,

Maybe.. :)

get some model for a worm - will be a barbarian unit - untill someone makes us an sdk/python work.

What work is needed? It's about Melinko's mSound concept? Why isn't it working (I haven't read the whole thread)?

Out of curiosity, is the leaderhead art from the new movie in?
Right now, it's mixed from both movies. Although I would prefer a more consistent style (only from one movie).
 
Koma: What we decided on a while back was to use the old movie by default except where there is none for that leader from the old one.(Phonecian was insistant, and apparently I'm the only one who likes the new one more) so using the new ones will be a game option.

Keldath, there are a couple graphics issue with the 'forests' as they are big enough to hide some units, although that is easily rectified. In addition, there are some typos in the techs. I think Green Spice shouldn't be a required resource for so many late game units, perhaps have it be something else. Plasteel perhaps? Attached are two screenshots I took. One shows that only 4 game speeds are visable and the other one shows the second starting colony pod staying in a city. I checked WB, all the colonly pods are starying in the first city. I think this issue really needs to be fixed before release. I wonder if it is due to some conflicting unitAI.
 
hey guys,

Ajidicam
thanks for the first impressions,

leaders:
eventually - i would like to get everyone inside, so anyone can play with his prefered leaderheads - meaning both dukes both vlad' hark' and so on,
this is just version 1,
also i intend to add all of the houses mentioned in dune, so at some point - this mod will have it all.

dilpomusic - the current addon wights 98 mb zipped with 7z,
cause i added in the tracks from dune 2000 game as era music.

i acctually havnt tried by my own the zipped file, not sure why the link wont work, ill check it, but dont you worry, its works, and i think the music really gets you in the mod for this mod :)

pak: yap, thats one of the must have things in a mod, but, i do it just before released when finishing everything until next version, it hastes mostly the loading speed.

johny smith,
thanks buddy glad to know your still willing to help,
i got all the atlases youve made, where i didnt have promotion buttons...i improvised...check the atlases out.

i can use your help with the fonts - right now - the resorces are a mess basically...they all use a random font, this means that a font must be made, its probably not a five minute work, but you your up for the task - it would be great.
also - i need buttons for the improvements , actions - i wish to make the buttons dunies - like changing the pitch fork to something else.

Ajidica,
i know theres spelling issues...thats my weakness, anything you spot, plz write them heer and ill fix.


firests/mushrooms - currect, they hide units, its my first trial, i will make the size a bit more smaller, and not in the center of the tile, still have to experiment with it.

i see that youve made some good comments about resources prqeq for units,
if you dont mind,
can you go through all of the unis, and write me all your reccomendations about which unit should need which resource preqeq uf any? this way it will be easier for me, cause its better if i do it all at one shot :)


plz explain more about what you meant with the settlers? i know they start on the same plot and the scouts further away, i can make it that all of the units will start on the same plot, if you guys prefer this.
with the settlers - do you mean that the ai wont found a second city on start?


koma,
well, the sound mod works, but, its just a mod that adds tags,
the real work code, wasn't delivered by melinko, though he said he will send it to me....:(
so far it seems the guys isnt much around, so someone must provide anoher solution for the mod.....and im afraid im no coder.



Ajidica and everyone:

when you start a new game:

do not use play now option - only through custom game -
only through there youll be able to choose all the option the mod offers:
desert level, variues maps, recolution mod. all speed options and more, this is recommended for most mods that has revdcm in them.

also,
plz do not play with the dune map for the time being, i left it inside, but something isnt working there or i did something that screwed it a bit,
so use the other moap scripts - mainly use continents or custom continents or archipelago.


plz write anything that comes to your mind,

i really hope that some of you guys continue to help,
i listed the todo things mainley on page 26,

thanks again,
gnite to us desert creatures :)
 
great ,
waiting on any criticism you guys have.


turkey is great fun, a lot of Israelis have a vacation there, where are you going in turkey?


johny,
i wont be using the ff routes that you gave me - i tried them, and they arnt suitable for dune i think, gonna use regular roads they will be underground tunnels :).


guys,
im adding many buildings,
to keep the balance, im reducing existing building values.

fun fun fun.
 
I have not had time to play it yet. Someone else is occupying the one computer I have Civ 4 on.

With the tunnels can someone give me a screenshot of what a dune tunnel is meant to look like? I know a textured could probably be changed to make the FF tunnels or some other route in the CFC database to look like the tunnels in Dune.

I will have to look at the resources when I can. I don't understand how you are doing it randomly yet. But may create something anyway. Would you guys want to swap any symbols on the interface. I mean since you are using the WoC Lite and loading another interface you can change the buttons around. I mean as in for example the financial advisor or whatever can have a new button. Just the less it looks like civ it might be better, but I am not sure if it would just confuse people more.

I am busy at the same time with Rapture though. So I will try though to help out. But I was trying to get something working for it anyway. If you have any ideas of what you would like resources buttons to look like it might help me. And I am sorry I have not looked at it yet. Same for actions as well. Just most of time is spent on trying to figure out what it should look like.
 
johny smith,

hey buddy,
thats okay, i know you have many projects on your mind.


you wonder how do i do it randomly... i meant that i just left the fonts as they are - like spice shows rice for instance..

i totally agree that the less the mod looks like civ, its for the better!

i cant give you ideas...but, i dont mind if you scramble something... i really dont mind what symbols should be used, whatever you do will be fine.

i love your work, anything youll do is perfect for me :)


well, tunnels...im not really sure if there where tunnels.....its just something i came up with,
any suitable art will be find, cave like or just something to represent it or whatever...:)



update:

well people, i finished all of the building work for now, added many types of structures - mostly for early time - to make it a bit more interesting at game start .

also changed some stuff,
and i decided to add culture victory - renamed it to imperial influence victory,
ifigured that without it, culture bonuses, will be pointless..

all that is left:

- buttons for unit actions
- buttins for imerovments
- balance and change units according to your feedback

not so important for version one:
- resources buttons
- resources fonts
- other vanilla icons

so basically, im waiting on your reports,

i was thinking of releasing next week as is , and continue getting versions as we go, when more people will play and report.

kel.
 
I dislike the idea of them being tunnels, perhaps name them communication lines or something like that. I think over any long distances the infantry would use some form of aerial transport, and they could move faster over areas where the terrain is better mapped out.
 
Keldath, the Feydakin and desert crawler UU for fremen still have no difference from their replacements.
I also don't like the extra settler, that's what advanced start is for. It nerfs the imperialistic trait and makes the
game too easy.

btw, I'm going all over Turkey pretty much--the first 2 days and the last day I will be in Istanbul.
 
Ajidica,
mmm com lanes....interesting.

anymore suggestions? something more movement connected perhaps?

i really want the game to be based on aerial transports -but someone must do some sdk work for us.....


Phoenician,
i probably forgot to chane their values,
any suggestions for what they should have?

alright....ill remove the extra settler....Ajidica doesn't like it either...
should i leave the 2 scouts atleast?

what other units do you think i should add? naval units perhaps (hover)?
in generals guys - do you like what you see? how about those new mushrooms and tubers?



cool, marmaris, khemer, are really popular places, remember to bargain with the locals...don't pay anything they ask for...:) your in for so much fun.
 
Keldath, the issue isn't with the two settler, it does speed up the game. The issue is that the AI doesn't use them. they just sit there and sit there turning it into a free worker for when you come around with your tanks and Heighliners.
 
one scout is what I would like, 2 is too much.
I already said this but just make Feydakin replace Al-Lat -upgrades to nothing-increase strength to 30 and retreat 75% so it can go toe to toe with sadaukar/acolyte.
Give desert crawler a 45% retreat bonus and take away the -20% against scorpion.

I just found a bug. If you discover faith, you don't found a religion. but if you discover faith and buddhism--you found 2 religions........

also, spacing guild heighliner transport UB doesn't do anything different from its replacement--maybe give it +1 health, or +10% gold.
 
I had a chance to have a quick look at this last night, and it seems to be coming along quite well. I have some questions about the map. I noticed that on some map scripts, coast and ocean tiles are changed to look like sand, while on koma13's fixed version of the Dune map script, he's using actual desert instead of ocean. Have you guys decided on how you want to handle the vast dunes? Will it be 'land' or 'water'?

Also, I really have to say I don't like the giant mushrooms. Not very Dunish in my opinion. Is there some reason why they are necessary? Also, the purple spice plant patches would look better if they were not adjacent to one another, since they can't join together like forest and jungle do in the vanilla game. Did dune have such large purple forests?
 
cephalo,
hey, glad to see someone else has interest in the mod,

yu have raised a question im dealing with for a long time,
now that koma fixed the map scrip, it would allow me to make the game a bit better -
cause now i can make the ai to move across desert more, by using water-sand sea, i had a problem with this one.

if ill have some more map options ill go with varus/koma map, unless i get an sdk coder for this mod.

looking at this from artistic view - i rather have the wtaer sand sea, it looks much better

viewing this on a fun gameplay - using the desert land tiles instead of water,. will allow the ai to play smarter.


cephalo, as a skilled map maker, can you help this mod and give us more map scripts? maybe even something like perfectworld with the desert tiles over water principle? that would be awesome!


Phoenician, Ajidica,koma13, johny,
what do you guys think?

i will make experiments with this issue.


well,
im a huge dune fan, but im also an even bigger civ fan,
offcourse dune didnt had mushrooms or other stuff that i created,
without tree like elemet in dune, it would be like playing a map on vanilla civ, without trees....
now how is that fun? as i seaid in the opening thread, i will try to stay loyal to dune, but also to create a good fun and rich mod, and that, requires improvisation on some things.

i would be happy to have your ideas, maybe you suggest i change the mushroom colors? size? or perhaps you have another model that can replace it?

as for your spice plant, well, i have got some more knowledge how to handle trees in dune, so,
i can barrow from planet fall, the read trees they have there, maybe recoloring it aswell,

i can also think i can make it not to be adjacent to one another, but - i think its a better looking map with a jungle type and a forest type of features, i rather the map wont be dull...


tell me you thoughts guys, im getting confused myself...hehehe...



varus, id like to thank you very much, the script is great, along with koma's fix, its excellent.
 
Well I have one idea. It may not be the best idea. But an idea anyway. You should be familiar with already. Remember the sea colonies in ViSa?

Just some changes to the code that may work anyway.
 
oh that brings back memories......my dear visa mod....

did you know that "vi" means vincent and "sa" is the 2 letters in my initials?
up until now, its been a top secret information :)

i thought about it before actually, how can i let settlers found on water?

(with varus map screen - its easy by the way).
 
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. I mean if you use the ocean. May be able to get the land units then to use ocean plots as well.
 
where can i find the code?

****

varus/koma,

i found a bug with the map script:

when you start a game , and right after = press on regenerate map, before creating a city,
the map gets screwed up, but, this screw up - is something i really want in!!!

look at the scren shot here:

1. the desert tiles become like water - the level of it is lowered and water graphics are implemented! and the thing is - its satys a land domain - land units can walk it ! its just what i wanted .

2. but, in some places the art gets all squasres thats num 2 on the screen shot
 

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