Bug reports

There is a difference between the Ixian Weaponry *resource* (which requires offworld trade) and the Ixian weaponry *tech* (which Ix starts with).

These are used to distinguish between requirements for the 4 Mech units. All 4 require the resource, but two of them also require the tech, and so are limited to Ix faction only (whereas the 2 that do not require the tech are buildable by other factions if Ix trades the resource to them).

The Crawler is too powerful to be available just at chemical explosives by itself, hence it also needing offworld trade.

I can see room for confusion between the resource and the tech, I think we should rename one of the resource to "Ixian technology", or the tech to "Ixian Ingenuity".
 
These are used to distinguish between requirements for the 4 Mech units. All 4 require the resource, but two of them also require the tech, and so are limited to Ix faction only (whereas the 2 that do not require the tech are buildable by other factions if Ix trades the resource to them).

As far as I can see from the pedia, none of the Mech units require the tech. The tech only seems to enable the Ixian promotion.
 
While playing Ix, I noticed that the AI for House Harkonnen did not build Inkvine Regiments, instead building plain Heavy Troopers. The game before, I played as House Harkonnen and Inkvine Regiments were substituted as expected for the Heavy Trooper unit. However, when I played against House Harkonnen in version 1.7.2, the AI did build the replacement unit. Something might have accidentally been changed in the update to 1.7.3.
 
The Inkvine Regiment was intended to be removed. It doesn't fit Harkonnen thematically. They are a quantity not quality army, and powerful infantry and city defenders are not their speciality.
 
It is partly removed. It is removed from the civilization infos file, so it is not available as a UU. But the unit is still present in the unitinfos file, so it is still visible in the pedia.
 
It is partly removed. It is removed from the civilization infos file, so it is not available as a UU. But the unit is still present in the unitinfos file, so it is still visible in the pedia.

I've already fixed that in my local copy.
 
I get the "Bugoptions - Cannot Locate Settings Folder" message repeatedly.
 
When you install, the installer is supposed to create a directory "my documents\my games\beyond the sword\dune wars". If you installed with a zipfile, this directory is not created; if possible, please use the 1.7 installer instead of the zipfile, so this will be created.

In some cases, we have learned that BUG may fail to find the directory if the path before "my documents" contains non-roman characters. The BUG team thinks they have fixed this, so this may not be the problem; but does your "my documents" path include non-roman characters?

These are the two most likely reasons for getting this message.
 
The proper installer said I was not running 3.19, so I used the Steam installer.

The path to my documents folder contains only letters of the Latin alphabet, IE. A-Z.

In the Dune Wars folder is a folder called "user settings", which has lots of .INI files.
 
I actually had this problem start happening too recently. I traced it to the fact that the mod was for some reason using the copy of CvModName.py in the Dune Wars/Assets/Python/Contrib folder rather than the one in Dune Wars/Assets/Python. The copy in Dune Wars/Assets/Python/Contrib referenced an older version number for Dune Wars, which means that BUG cannot locate the settings folder.

Try overwriting the file Dune Wars/Assets/Python/Contrib/CvModName.py with the file Dune Wars/Assets/Python/CvModName.py and see if the BUG error goes away.

I don't know why we have two copies of this file or why the mod would switch to using the one in Contrib.
 
Thanks, that did the trick. :)
 
I thought that problem was solved. Are the two copies in the 1.7 release? Or did the second one sneak into one of the patches?
 
I started a new game using the Arrakis map with 24% land (instead of the default 22%) and the game CTD. Restarted Dune Wars and then started a new game using the default Arrakis map without any problems. Why would changing to 24% cause CTD?
 
I started a new game using the Arrakis map with 24% land (instead of the default 22%) and the game CTD. Restarted Dune Wars and then started a new game using the default Arrakis map without any problems. Why would changing to 24% cause CTD?

I don't think it's the 24%. I've noticed that Arrakis occassionally crashes when trying to generate maps. If you try 24% again it may well work. We should probably add more logging to the Arrakis.py mapscript so that we can try and diagnose the issue from the logs.
 
Bene Gesserit Instructress is broken.
The idea of the current implementation was that it gives a free promotion, but then increases the level of the unit, which increases the amount of XP needed to get the next (non-trained) promotion.
My guess is the problem is that in practice when the new level is given, the unit ALSO receives enough XP to increase it to that next level and gets the promotion for gaining the level
So each time it gets a promotion, it is in fact getting 2 promotions, instead of 1 promotion an. This rapidly spirals out of control.

I also think we need to rethink the ability. I think a slow XP gain for a unit in the stack will probably work better than adding extra promotions. Have the Instructress have say a 25% chance of giving +1 XP to one unit in the stack per turn. So, over 40 turns, it will on average add 10XP points split across all units in the stack. Maybe make it 35%. But this is the order of magnitude this unit should be giving.
Also "Instructress" is a bit of a clumsy name IMO. Maybe, Sister?

Tleilaxu plague is still too strong.
My suggestions, pick some mix of:
a) change from -25% strength to -10% strength and -10% heal rate.
b) Halve the spread rate (or more), and add a 10% chance for it to wear off each turn. It basically instantly infects the entire stack of troops.
c) Make it only affect melee and guardsmen units, and only happen in combat with melee and guardsmen units. So weird that your thopter can be infected by a vehicle.
 
I am playing the Bene Teilax. I got Sapho Juice first - no problems. For the second landing stage, I could only get the Slig resource, which I know is as intended. However, I cannot build the Slig Charcutery in my cities even though I control the Slig resource. In previous 1.8 games, I have conquered cities that had the Slig Charcutery built in them. Something is not working correctly or maybe I am missing something? For some reason, Semuta Den is greyed out in the list of possible builds. See attached screenshots.
Spoiler :
bug1.JPG bug2.JPG
 
Something is not working correctly or maybe I am missing something?

This was the intended effect, though it needs a redesign.

The idea was to model the fact that Tleilaxu don't eat their own sligs.

But the effect doesn't work well.

Its a design issue, not a bug though :-)
 
The marauder promotion is broken. I am playing as the Fremen (obviously) and my 'Naib's Chosen' units are destroying the improvements in my own cultural boundaries (although I do not get any gold from this) as they move through my borders. I like the idea behind this promotion but it doesn't make sense that your own improvements would be destroyed. I bet that there isn't any code to distinguish whether the unit is moving thru 'home territory' or not.
 
The marauder promotion is broken. I am playing as the Fremen (obviously) and my 'Naib's Chosen' units are destroying the improvements in my own cultural boundaries (although I do not get any gold from this) as they move through my borders. I like the idea behind this promotion but it doesn't make sense that your own improvements would be destroyed. I bet that there isn't any code to distinguish whether the unit is moving thru 'home territory' or not.

The code seems to check whether you are at War with the player before doing the pillage:

Code:
if (atWar(getTeam(), GET_PLAYER(pNewPlot->getOwner()).getTeam()))

I'll try and find out why this check doesn't seem to work.
 
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