Dune Mod

Ive spent the last few weeks contemplating what would constitute a good Dune TC for Civ 4, and now I have stumbled across this thread. A lot of the problems I have envisaged have been discussed here, and I am amazed at how similar everybodys line of thinking is! One major point of contention seems to be whether or not to allow the Fremen as a playable civ. I always imagined they would be aggressive nonplayable civs split into the various factions, incabable of tech research but with their own uniqe techs for trade with houses. EXAMPLE- You manage to negotiate a ceasefire with tribe-x, and after some time they are willing to trade their unique tech with you. Although the units may not be controlled, their allegience to your house would prove invaluble against wandering enemy units. You could engage in diplomacy with the factions, though never fully control them. This way the houses could build powerful alliances without haveing to directly intervene (Similar to proposed Vassal States in Warlords). I agree that Ix, CHOAM etc. should be interface screens and special buildings. Other buildings should include light/heavy vehicle factories, standard/advanced barracks and so on. Other constructions could improve tile yield (such as spice and water). Water should replace food and spice should replace oil. As far as graphix are concerned, I would be willing to create some illustraded leader heads rather than using photographs from the movie, as it would be more in keeping with the aesthetics of Civ 4. All in all, this could be a great mod. Sorry if ive mentioned things that have already been discussed, but finding this thread has given me a renewed vigour to see this happen!
 
I would just like to put my opinions across on a few issues:

Transport
I feel that all transport of troops/vehicles should be undertaken by carry-all craft, as it would be the only logical way to move units when the terrain is so hostile.
Spice
I imagine that this would be similar to any resource, where a worker unit (harvester) can be deployed onto the tile. Exhaustable spice would require that the worker be re-useable. This means that workers could be temporarily moved when a worm/hostile native is in the vicinity.
Armour
I cannot recall much regarding heavy tanks in the books I have read (its been a while). One source we do have is the westwood game, although this can descend into arguments about what is canon and what isnt. One unit I would love to see would be the Devastator tank. It could have the ability to cause collalteral damage, bombard, and carry at least one ornithopter for recon(almost like a desert version of an aircraft carrier). Although this seems overpowered, the unit cost could reflect this. I never could get over the idea of a nuclear powered tank!
Unique units
In my previous post i mentioned unique techs for some civs. A non playable tribe with a unique resource would be a better way to describe what I meant. For example, a fremen tribe may provide fremen warriors instead of horses. This is not a resource that can be tapped with a worker on the tile, and can never be fully controlled, only traded.
Guilds/Organisations
Someone previously mentioned that techs could be rented from non-playable orgs such as Ix and CHOAM etc. This is a great idea, for it means that a player could concentrate on their economy and make up for the tech shortfall via diplomacy.
Tile improvments
Apart from the obvious, Im not sure roads would be required, as units would be designed to travel in the dune enviroment as it is. Perhaps a playable fremen race could eventually research ecology and add some greenery to their surrounding tiles (with obvious bonus). This could go hand in hand with a new civic, which causes problems for other races, similar to emancipation.
Cities
The cities should not be as numerous as those from civ 4. It would be better if a city can control a larger area than standard. This leaves more room for possible strategic tile improvments (such as forts, or even airbases). I wouldnt want it to look like my average game of civ with loads of cities just for the territorial factor.
Leaders
Ive already began designing some concepts for the leaders. I will scan in the drawn images and ink them in photoshop, then post them here. Although this is a later consideration, Im doing little else except working and playin civ 4 ( and avoiding the world cup), so I might as well.

I feel the most important thing would be to get the basic game up and running. The last thing to develop (IMO) should be scenario based campaigns, which would be much easier to create once the basic framework is in place.
 
Ezelite said:
I feel the most important thing would be to get the basic game up and running. The last thing to develop (IMO) should be scenario based campaigns, which would be much easier to create once the basic framework is in place.

I would love to play a Dune mod, but have very meager knowledge of the Canon material, either games or books.

However, there's some kinda obvious points from what little I have encountered from the movies and early Dune games I played...

#1. Diplomacy should play a major part.

I'm not talking about the major factions either. I'm talking about the endless supply of major and minor players that WOULDNT be vying for dominance on Dune. These could be broken up into several varieties.

A) World Wonders ~ for the strongest factions that only support one side in the struggle. these could provide resources, access to special units, or anything else you can dream of. In a scenario most world wonders would be preassigned... and a faction that is faring badly in the struggle and loses the city would find that their diplomatic allies have also changed sides... somewhat appropriate, I think.

B) National Wonders ~ represent strong factions that may make agreements with all sides of the conflict... or lesser factions that may be willing to sell their services (represented both in the initial cost of the wonder and the cost of building the units). Multiple wonders could be applied for the same faction, such as having Trade, Diplomatic, and Military pacts which would provide varying boons. Trade could give 1-2 resources that may be scarce or non-existant on a given planet. Diplomatic could give double build speed to various wonders and military could give access to techs or units otherwise unavailable.

C) Lesser Vying factions ~ I really think we'll have to wait for the expansion to see how Fremen and the minor houses could be done more appropriately.

#2 Desert ~ Song of the Moon is immediately brought to mind. The dust seas would be quite workable for sandworms, etc. I also think it might serve Dune well to make travel EXTREMELY difficult and restrict heavy/organized units to only 1 mp in "civilized" squares and inable to pass over sand, etc... while light/irregular troops (like fremen) would have 1 mp in civilized, uncivilized, and sand squares. This (I think) would make air transports mandatory for capturing rival cities, as well as making missile and air combat more critical in general, which would help promote a "technically advanced" feel to the game.

However, I am also aware that things should be devised with future potential in mind... so it would be nice if the changes to make an "inhospitable" Arrakis were more terrain dependant then they were altering the game. (ie... use the Arrakis map or map generator, and you get a lot of sand and hard-to-manuever territories... use a different map generator, and you get a different type of battle entirely... different generators and prefabs for different planets/styles).

I also think the initial mod should be narrow in scope. Focus on a war scenario between Harrkonen/Atreides perhaps, and the differences between those factions. Once that scenario is complete, the pieces can be used to expand it to include more factions and scenarios.
 
I am quite interested in this mod, i havent actually read the books, all of my knowledge of it comes from the westwood game (wich i know is mostly rubbish and based upon the highly innaccurate film) and the mad ravings of my dad about the series lol.

I am aware that at one point guns are rendered obsolete by personal forcefields that everyone starts to have, any ideas on how to implement this?

Oh and fremen getting a speed boost by risking riding the sandworms is a must lol
 
Great to see some people back in this thread. I think that our two major needs for the dune mod are:
1. 3D modelers
2. dedicated SDK/python modders

I think this can go somewhere, unfortunately, I am a mod creator, not either of the above :cry:


btw: Magi, read the books, you wont be dissapointed (i know dads can sometimes overdo things ;) )
 
Psycadelic_Magi said:
Oh and has anyone any idea where the heck 'house ordos' come from? Did westwood make em up or did they appear somewhere in the books?

I think House Ordos is the one that was invented for the Dune PC games. They aren't mentioned in the books at all as far as I know.
 
I thought up a victory condition, "worm extermination"
end the flow of spice and then what? NO More Dune Universe. Would have to be a hard goal maybe through greening up the planet etc. Hey i didnt read the books just saw the movies. So call it a shot in the dark ;)

PS: There are enough people interested to have their own forum, sure would make the ideas flow more freely.

PPS: Besides 3d models and coders, this is going to need a good writer to make it authentic.
 
Nice, if all worms die, then everyone losses. But if someone has the God Emporer wonder, then they are the winner. Kinda give people a chance to play out the story of Leto becomeing the God Emporer and rulling the known universe. Good idea. :)
 
I saw this thread a while ago and I like the idea. Personaly I have read all the "original" books (I.E. those written by Frank Herbert, read them and you will not only get great science fiction, but also philosophy).

Any way, I have an idea about how to do production. In essence, only Fremen can "make" things, only they get hammers. All other factions have to buy their units, while the fremen can't hurry any of their production. I therefore propose this: For all non-fremen civs: Economic victory, monopolize spice and you have won. For the fremen: they whish to have a water world, so instead of culture, they generate water. The more water a civilization has, the more it can extend it's influence.
 
Hello all some thoughts on the dune mod.... which according to post dates seems to have died :mad:

Would it be possible to have IX, Benne Gesserits, Bene Tleilax etc as a seperate tech tree.... only one faction can start to research up a single tree making for a more interesting game

Production, would it be possible to have Freeman produce using standard civ system and the rest buy stuff using profits gleaned from spice? perhaps just have a screen to buy units like the lopez has made :lol:

CHOAM should be the only faction to buy spice thus generating money for players

House Corrino all players should have to pay spice every X amount of turns otherwise based on relations houses should be forced to declare war on you for X amount of turns

Spacing guild transport?

Spice Smugglers should be a playable faction right at the edge of the desert and in line the books the only faction able to buy spice of the freman and not paying tribute

Pretty much what Supa said looking back.... :eek:

Will be more than happy to offer my help...

and last but not least use a system like Rhye used for his game...
 
Production, would it be possible to have Freeman produce using standard civ system and the rest buy stuff using profits gleaned from spice?

Another idea: the noble houses get support from their home worlds from time to time. So they have a certain chance of getting new units, buildings, whatever every turn.
 
What if for the units and buildings, some work was done taking them from different things. Eg. I liked the Devastor out of Dune 2 and 2000 as a tank type unit, but the infantry now looks better especially the Sardraukas (unsure correct selling) in Emperor: Battle For Dune. Also the Sonic Tanks look much better now. I think you are failing to realise that technology advances. I think ultimately it would be good to have a variety of units taking the best from Dune 2 to 2000 and trying to model them. I think though that it would be best to look at Dune 2000 or Emperor: Battle For Dune for ideas on how to model the units as those units are so much better quality at a time when computers could handle that quality.
 
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