[development thread] Dune: The Spice Must Flow

kinda feel like I'm talking to my self here :P but at least its a good forum to document the ideas and and get an outline of what needs to be done. I am thinking of adding a World Wonder that a civ can build that will make the computer fremen civ alot more amialbe and allows you to start converting fremen barbarian to your cause.

Something along the lines of "Arrival of the Mahdi"
 
home boy sent me this pic that he wants into a better dune sand :)

im gonna subscribe to this thread now too :)

photo_lg_mauritania.jpg
 
@keldath - glad you like the terrain, the "Dune Sea" sand will be the unpassable. It will be like water but more rare and it doesn't provide irrigation just movement obstacle. The Basin terrain will be livable terrain that will give +1 solaris (gold) and +1 production. Water (food) will only be produced by windtrap or other similar type improvements and buildings. Think Basin as being a slightly modified plains terrain.

I do want to add one more terrain but don't know if it will be possible, it will be a mountain replacement terrain...It will be a mesa type terrain (flat elevated terrain) it will incure very harsh movement penalties. But cities will be able to be built on it.

@GarretSidzaka - Most excellent :) next terrain to tackle after that is a Basin's type tile, I'm thinking of a darker brown, perhaps a bit of red mixed in ....thinking wastelands, and actually along the lines of AZ desert look, more clayish. I went to high school in Phoenix ;). (noticed you were from AZ hehe)
 
UPdate on what I'm working on:

I've drafted up a building list, a document that is on a rough outline of the Economy. I need to do a few more things witht he building list then will post it. keep an eye out on the original post it has changed vastly since I first originally posted, the first three posts has much info of the outline for the mod.
 
excelent :) will relook at them. it was a rough list so plenty of room to hack and slash it.
 
Whats on the agenda today:

Based off of GarretSidzaka's suggestion, I am looking over the civics i have listed. A note on God king....I do plan on changing it to God Emperor and keeping it the same, i may take out the maintenance penalty yet keeping the bonus to gold and productin in capital as well as the high upkeep. This is meant to replace the Legal civic: Bureaucracy. I took it from the FFH model and tacted on the maintence cost in the civic due to how early one can get it same as in this mod. I can see though how some civics need tweaking to make them more useful.

I am fleshing out the civs more as I have notes for unique units as well as unique buildings. I am going to look at traits and propose new ones as well.

in addition to fleshing out the ones we have not I am contimplating a Smuggler faction as well. perhaps one that will also be able to start out in the desert.

Something I looked at this weekend was the Espionage mechanic. I have been playing vanilla BTS all weekend to get the finer points of this potentially excellent feature and i think concentrating on this area will do wonders for the plots within plots within plots feel. I want to revamp this and make it so you can affect a civ more profoundly with the "spys" make i so you can easily wipe out a city with one. Now of course there will need to be defence against it and I want to allow for "spies" and assassins to be able to do a few missions within your own city, to help defend against assassins and spies as well as other defenses.
 
question....what are all of your thoughts on Carryalls. Do we wish to add this unit and python functionality for them? Or keep it simple to ornithoptors as the primary and only transport unit? I ask this cause the way I envision it....workers are the harvesters. Workers will change to a harvester graphic when mining spice and will change back to the worker graphic when done.

Seems a more simple solution rather than going the more accurate, seperate unit for harvesting, a unit to carry it out to the desert, and ornithoptors as look outs for wormsign.

feedback? discuss.
 
updated teh civics. I included the tier level of the tech, I think this will more readily show that balance of cost and benefit. I did take out one civic that was useless and made changes to bring some of the civics more in line with its level of use.

Balancing will still need to be tested and I know for a fact by far from being where it needs to be. If you see any civics you percieve as useless let me know and which ones so that I can either explain why their there or make corrections :).

Note on Gode Emperor since you mentioned that one specificially Garret, brought the tech requirement from the tier 4 tech (Priesthood) to the tier 2 tech (Mysticism) this allows it to be the early builder civic that it is meant to be and discourages war. which makes sense being a builder civic, upkeep cost reflects the heavy increase in solaris and production.
 
I was goign to originally use the gunship for the ornithoptor. my only concern is if we put a carry all in the mod as well, what use would the ornithoptor be, it will quickly become obsolete. I can see there a need for one if there was a seperate harvester unit and worker unit but i want to collapse them into one worker unit that can be a harvester unit. This allows for danger of losing workers besides a barb attack.
 
I was goign to originally use the gunship for the ornithoptor. my only concern is if we put a carry all in the mod as well, what use would the ornithoptor be, it will quickly become obsolete. I can see there a need for one if there was a seperate harvester unit and worker unit but i want to collapse them into one worker unit that can be a harvester unit. This allows for danger of losing workers besides a barb attack.

use the ornithopters as jets fighters then and perform air missions,
 
::nods:: I had originally planned for an ornithoptor and a combat ornithoptor. I believe in one of the books they make the distinction once, but it makes more sense to have ornithoptors in one hand for combat and air missions and carryalls in the other for transport.

Between fixing my backups at work I am going to attempt to push through with the rest of the design and outline for the mod, I want to start XMLing tonight and testing....I''m not going to do a few things, here...play the game to test....then add a few more things.....nor am I going to do it in one big chunk. What I'm going to do for now is simply get the civs up and running and slowly but surely replace stuff out.

If anyone wants to help play test each new mod for the mod as a sort of alpha testing. Let me know and I'll contact you via private messenger.

Again if any one wishes to help with XMLing send me a private message and I will get a repository done and setup communications off the messageboard.
 
Updated the civilization outline to its completion. Please look at it and ask any questions or give any constructive critisism you will. I feed off feedback. I am going to start to slowly make the civilizations. I have no talent with pictures and the like but the Leaders, leader AI and civs will be made as well as the first two tiers of the tech tree. Once done i'll play it out a few times, if anyone wants to alpha test the changes i make please give me the info to contact you. It will take a few days to contact you as I am making the changes but I will have a list then.

Thanks,
 
question: how does one get a mod forum? I konw I'm not at that stage yet, but as we start actually developing this Mod, it would be easier to keep track of balancing, bugs, and seperate issues concerning each section of the project when we get well under way :).
 
Idea:

I bring this up now cause I will want our civilizations drawing upon two pools of city names.For basin areas, one list of names, for desert areas, one list of sietch names. I am going to use Canon city names but i will also most likely make up my own or take any names anyone suggests with a a feel for the setting.

This means, any basin civ can have Arrakeen depending if they are the first to build say the 1st city. Cathag will go to the person with the 2nd city etc etc, and same with the sietches.

Is there any way of making this without programing it with python? if not then thats fine I was just wondering. I had asked this question in another thread but got a general work around that would have worked if it were not for the fact that I need two pools for cities and I would like them to be drawn upon based off which tiles you were on.
 
Original post completely reworked to be better organized. progress will be updated there and the 4 stages of the mod are detailed.

Thanks :)
 
Just wanted to do a quick update, I'm very excited as the mod is comming together on paper. I spent the entire day yesterday drafting up and revising the mod design documentatoin and it all seems to be coming together....on paper lol. I have a few more documents to finsh up and I will update the original post with a 1st draft COMPLETED tech tree and tonight I will start XMLing the civs.

I did notice that though not many p ost to this thread there are alot of people or at least a few people that check it over an dover again. And though I thrive on feedback this alone drives me to keep on working on this mod.

Once again, if there is any feedback you can give or if you want to be apart of the process of the mod, even if its just to playtest it, contact me through private message or pipe up.

Thanks :)
 
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