Dune Mod

hi,
thanks alot arham,

ive created 10 faction so far, the main story ones,

im now starting the unit phase, gonna take a while,
but, im going forward,
and i promiss one of the coolest sci fi mods out there, a fully dune mod - dune wars ! :)

p.s,
i got an awesome devestator tank model !
 
Theres nothing wrong with the main screen, but to me it doesn't capture the sheer bredth of the Dune universe. However, since your the one working on it, yours is always the final word.
 
Ajidica,
well ,

im open to suggestions offcourse,
i took the photo from google,

if youll upload here another photo, id be happy to use :)

the_j, just noticed your post...

thanks,
i indeed work fast,
im on vacation now, and i wanna do as much as i can.


****
started to work on the units :)
 
Once you have the units done, I can help with UU's and stats. (I actualy came up with a variation on the Warhammer rules for Dune and I made an army list. (Corrino/Harkonnen vs Muad'dib Fremen)
 
ahh that would be great,

might take a few days,

but ill upload the mod whe its finished.

oh,
and about paul atreidis...,

i dont know where to use him as a leader - fremen oratreidis?
for now i use stilgrar for the fremen and leto for at'.
i used pics i found on the web.
 
I would actualy separate the Fremen into two groups, the Dune Fremen lead by Stilgar, and the Atriedes (Messiah era) Fremen Lead by Paul.

Out of Curiosity, are you using the new movie or the old one? I feel that all the leader pics should come from the same source to give the mod a sense of continuity.
 
humm...

thought about this, making two fremen,
but what would be the names for eeach tribe?



well,
as for pics, mostly i prefer to use the 1984 of david linch, which im a freak of,

but, for the baron, i used the miniseries one, cause it seems to unestetic to use the old one (the acne one..hehe)

also for the minor houses, i had to use leader from the miniseries,
the ordos leader, came from emeror battle for dune.

:)
 
hi garretsidzaka,

i was hoping yould see that ive taken over dune mod,

yes i used thhe terrain, but if youll go back a page yould see the new terrain that ive created.

resources,
already finished the res',
29 new res another 6 will be imported resources.

if you can help in some way that would be great,

anyway,
im doing the units now,
could use some name suggestions.
 
Yeah, the new Baron is much better than the old one. He actualy seems evil a opposed to crazy. I never was a fan of the early one, but they do have a better Shaddam there. I still prefer the new Paul and Leto. Likely becasue I saw the new one first.
 
yeah the acne dude...aint good for the eyes..

indeed i also like the old shaddam !

well i saw the 84 first so i prefer that paul and leto (plus im not a fan of wiliam heart - the new leto).


well ive added some new units,
found some nice models to act as quad like rovers,
for soldiers im using most of the space units on the site,

so far so good, ging forward,

im counting on your help with unit attributes and stuff :)
 
Why do you use two threads :confused:?


Fremen:
I think, it's possible, that you start the game with Stilgar as leader, and then change it over to Paul.
Can be done for the AI with reaching a tech or after a number of rounds.
For the player a event would work.
But i'm not sure, and it's only a suggestion.
 
ok i wanna consult on a new idea,

i cannot get rid of "lakes" in the dune terrain, and farms will need to be built near ocean or lakes aha deep desert,

there no reson why farm of a food improvment will need desert,
so to keep the logic of desert this is my idea:

most land tiles wont give food bonus at all,

there will be two improvments -
1. irrigation - availbe at the first tech, this will "upgrade" the terrain to give minimun food suply,
in order to aloow the city to grow a bit,

later on the tech tree,
i will allow another improvment - like sand farms - these will be able to be built, only on tiles of irrigation build before, thus, allowing the city to get some more food from tiles,

this mean that i will cancel the need for water supply for farms, like in the vanilla game.

it will be possible to build irrigation on most terrain, without limitation , and give the city its minimu, for growth, later - the other farms, using a modcomp i added, will upgrade the irrigation tiles,
and those farms, will require the tile to have irrigation first, kinda like a preq improvment for an improvment.

hoiw about this system of farms?

the same thing can be done with mines and towns and so on.

i would love to know some of your thoughts.


also,
i need some guidnxe about rivers,
well,
i cant remove rivers from apearing on the game, so i made their color brown and they will be refered to as spice deposits, if there where a way, i would redcorate the riveres to spice patches.

plx give me some feed on this subjeects,
im busting my *** on this mod, cause i wanna get an superb mod for you people :),

thanks kel.
 
dont forget that people can eat spice and survive off of it. the sietches in the deep desert did that often, thats why they have the blue eyes of spice addiction
 
GarretSidzaka,

yeah im taking that under considiration,
thats why i made some spice related resources that suply food,
like spice canes, spice plants, and so on,

be sure to know, some filling are required, cause dune alone cant fill everything in the game..

i inveted some resources, also unit names and techs,
but, all within dune concepts offcourse.

i mostly need help from people with python, and unit graphics,
i need python event - sand storms, and worm sign event and alike,

and most of all, i need a worm model - one that can move on almost all terrain,
alng with a unit - worm rider...

i know that you garretsizaka are a" veteran" hereon the site,
maybe you can enlist some of the model makers for helping me,
along with python help.

as i said, i wanna make this accurate as i can, but im restricted to merges only and xml work :(
 
hi....

this is my unit catagory system for the alpha:

recon units - obvious...
mhula - bombard units - early to modern
rovers - light defending vehicles - mostly early
scorpions - wheeled tanks - mid tech era
scourge - attack air units - mid eras - to late eras
orni's - bombard air units - mid eras to late
carryalls - all kinds of transport vehicles - land air, desert
Hovers - supporting tank and defenders - varies in the eras
light infantry - all early infantry units - start era to mid era
heavy infantry - infantry types - mid era to late eras
mechs - mech units - will be prime units for late end time (except the uu harkonan devestator...:)

units will be allowed to move on deep desert (ocean) on mid game, and eventually, most unit will be able to cross the desert without need for transport, expect - they wil suffer 1 movment, transports will give extra speed,
mechs - wont be able to move through desert - via transport (air carryall only)

some units be be limited only to desert - like apcs and such some to regular terrain.

im using the vanilla tech tree as a basis, aswell as the unit classes - for now im decreasing the amount of clases, so the game wont have too much units, ill try to give each house 4 unique units,
and thus creating diversity between them, i remmber you people, that, i dont have alot of future models to work with.

most unit names will be - light medium heavy, along with some of dunes world names.

also later on,
ill make hero units, as world units, national units, that will be abit overpowered.

im almost finished with the unit models and types.

hope someone reads this,
and feedback, suggest unit names and such.
one of the most important game aspect is how combat system is managed between the units, so im putting most of my effort here.


one more thing,

i have a dilema about the terrain looks,
when ill release,
i will include two terrian color types for maximon enjoyment.

again, hope im not writing to myself :)
 
Out of curiosity, what does mhula mean? I don't recall that term. Lets see, unit names:

Corrinos:focus on heavy infantry and sheer force
Sardaukar:early, powerful, and deadly heavy infanry. Bonus to strength.
Imperial Sardaukar: later version on above unit.
Sardaukar Legion: Larger, later, and more powerful version of above unit.
Infiltrators: invisible scouts.
I can't help much on mechanical units as I never included them in my Dune Warhammer.

Harkonnen: Force and stratagems with an offensive theme. Atreides/Corrino Hybrid
Sardaukar Mercenaries: (need a better name, represent the Sardaukar loaned by the Emperor) expensive Sardaukar
Harkonnen Infantry: Decent run of the mill heavy infantry.
Harkonnen Troopers: Decent light infantry
Barons Guards: excellent recon, saboteurs.
Assault Artillery: more mobile and higher bombard than other artillery
Assaut Thopters: Thopters with better attack, faster.

Atreides: More defensive than Harkonnens. focused on light infantry with excellent guard heavy troops.
Atreides Infantry: nondescript 'line' infantry
Lasgun Troops: light infantry with bonus vs units with shielded promo
Ginaz Mercs: Excellent, rare, expensive heavy infantry. Better than Sardaukar.
Fremen Auxillaries: excellent recon/light infantry hybrids.

I can probably pull together a list for the Bene Gesserit, but thats about it. Fremen I'll work on a bit as I will need to go through the glossary.
 
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