Dune Mod

Nice, I'll have to litsen to that one.
 
I figure to have Dune ya have to have worms chasing ya so I am working on when you are in the 'Sand Sea' your units will give off sound. Each unit can give off a unique sound value, and there will promotions to effect that value. Now when a unit moves into a square it adds its sound value to that squares total sound. and adds half the sound to the squares around it.

Also cities will give off sound, it should be effected by population, buildings, and a global define.

There is a worm unit out there that will be worms "randomly" placed in the "Sand Sea" and each worm will have a territory it will Patrol (Or explore, going to need to look around for this one), and they will move towards the tile in their territory with the highest sound.

If the worm gets within the sight radius of a unit there will be a storm over a tile, with some kind of wormsign effect, and a message will be displayed for human players. Then it attacks..

That is currently the idea, but I wanted to see if anyone had any ideas on how to make it better. I am currently working on the cities, but am hoping to have it done by Friday.

ScreenShots -
Moved!
 
Keldath, your progress looks amazing.


Some ideas:

Use photos from the David Lynch film for leaderheads and photo references for units/buildings/etc.
IMO the sci-fi Dune films were awful and did not do justice to the books.

The music soundtracks from David Lynch's Dune and Children of Dune movies are amazing and should be used in the game.

suggested factions:

House Corrino led by Emperor Shaddam IV (Imperialistic/Organized)

Unique Units: Sardaukar Troopers, etc.

House Harkonnen led by Baron Vladamir Harkonnen (Aggressive/Charismatic) or Rabban (Aggressive/Protective)

Unique Units: ??

House Atreides and the Fremen led by Leto Atreides (Philosophical/Financial) or Paul Atreides/Mua'Dib (Philosophical/Spiritual)

Unique Units: Worm Riders, Fedaykin, etc. etc.

The Spacing Guild led by The Spacing Guild Navigator (Financial/Expansive)

Unique Units: ???

ZenSunni is the only religion and can only be founded by house atreides and the fremen.

Units for all Factions:

Bene Gesserit: missionaries and healers. Spreads religion and starts with medic 3.
etc. etc.

I'll let you know if I can come up with any more ideas.
 
I don't agree. Fremen(s) should be a (some) civ(s). It's true they don't build open cities, but they've got their sietches. Reduce them to some sort of special units wouldn't be a good thing.
I think the Smugglers could stand their own as a Civ too. I don't think it was mentionned in the books, but you can see 4 or 5 smugglers camps in Dune 1. I think Smugglers civ could be similar. House-style tech, very few cities, no Emperor Tribute, cheaper units.

The smugglers should be barbs. barbs with rifles so to speak. No cities, huts could signify their camps.

The main Fremen should be the same civ as House Atreides.
As in "House Atreides and the Fremen".
 
Melinko! man i feel like a moron!!!

now i get the sound level!! hehehe i always thought when you mentioned it in terms of unit sound!

haha! man your idea is superb!

dont forget to ajust the worm power through the ages,
perhaps we should define sveral worm units with different powers that each era the currect one will pop up so they will be a challange,
or perhaps you wann abase the mechanism in this way:
make a presentage for the worm sign outcome:

chance for total loss of all units in a tile,
chance of half of the units on a tile
damage to all units in tile
chance the worm wont attack

this should be depended on offcourse the sound levels,
or perhaps unit battle exp? the more expirienced the unit the less likely the unit will be lost?
and for worms arround cities will attack depents on city size/num of units/defence precent?

Phoenician,
well,
i think i did everything you said:
i added 9 houses i plan on a few more - even the minor ones, i used both leader pic form 1984 and dune 2000 mini series.
i went through wikipedia for 5 hours looking for ideas :)
i will indeed make two fremen factions - paul and stilgar.

soundtracks - currently - i used the dune 2000 sound track which is really good,
but sure ill get david linch sounds, im addicted to the sound track aswell.

i have an issue requires help:

what city names should we do???
right now i have no idea....





garret,
well maybe i will do that !
 
Melinko! man i feel like a moron!!!

now i get the sound level!! hehehe i always thought when you mentioned it in terms of unit sound!

haha! man your idea is superb!

dont forget to ajust the worm power through the ages,
perhaps we should define sveral worm units with different powers that each era the currect one will pop up so they will be a challange,
or perhaps you wann abase the mechanism in this way:
make a presentage for the worm sign outcome:

chance for total loss of all units in a tile,
chance of half of the units on a tile
damage to all units in tile
chance the worm wont attack

this should be depended on offcourse the sound levels,
or perhaps unit battle exp? the more expirienced the unit the less likely the unit will be lost?
and for worms arround cities will attack depents on city size/num of units/defence precent?

Phoenician,
well,
i think i did everything you said:
i added 9 houses i plan on a few more - even the minor ones, i used both leader pic form 1984 and dune 2000 mini series.
i went through wikipedia for 5 hours looking for ideas :)
i will indeed make two fremen factions - paul and stilgar.

soundtracks - currently - i used the dune 2000 sound track which is really good,
but sure ill get david linch sounds, im addicted to the sound track aswell.

i have an issue requires help:

what city names should we do???
right now i have no idea....





garret,
well maybe i will do that !

We're going to make this the best Mod ever created for Civ4. Mark my words.
When we are done with this everyone is going to want it.

I'll come up with city names for you, I'll go through my books and get back to you. I might have to make up a few based on circumstances in the books. Give me all the factions you are putting in the game and I will give you cities for them.

The only factions that should have "worm riders" are the Fremen and Atreides factions.

Worms won't attack cities, they don't go on rock ground. Also keep a note that water is poison to the worms.

PM me!
 
ZenSunni is the only religion and can only be founded by house atreides and the fremen.

I don't remember the name in the books, but Judaism is still alive and well in the Dune books, though in the story it is in hiding.

The smugglers should be barbs. barbs with rifles so to speak. No cities, huts could signify their camps.

Why would you not give cities to the Smugglers? In both the movies, the books, and in the video games that had Smugglers they had cities.

The main Fremen should be the same civ as House Atreides.
As in "House Atreides and the Fremen".

No they shouldn't. In Civ4 terms, at best the Fremen should become a Vassal of House Atreides at some point.


And, yea, wow, good progress Keldath and I like how your system looks Melinko. :king:
 
Melinko! man i feel like a moron!!!

now i get the sound level!! hehehe i always thought when you mentioned it in terms of unit sound!

haha! man your idea is superb!

dont forget to ajust the worm power through the ages,
perhaps we should define sveral worm units with different powers that each era the currect one will pop up so they will be a challange,
or perhaps you wann abase the mechanism in this way:
make a presentage for the worm sign outcome:

chance for total loss of all units in a tile,
chance of half of the units on a tile
damage to all units in tile
chance the worm wont attack
I was originally thinking about coping the effect of a nuke going off in the square (without the little cloud effect of course). So most the time the units would die but there are times when they wouldn't. My rationalization is a worm attack is devastating, and should be portrayed as such, but do you think there should be a much higher rate of survival?


this should be depended on offcourse the sound levels,
or perhaps unit battle exp? the more expirienced the unit the less likely the unit will be lost?
and for worms arround cities will attack depents on city size/num of units/defence precent?
Since worms can only be on the 'Sand Sea' we should be kinda lucky on wether a Worm can attack a city. When we need to deal with cities in the 'Sand Sea' we will worry about that part then ;)

But you were saying something about its strength (The worms).. I was thinking something on the line of the Worm starts with a crazy strength, and when units attack it I will do something that the unit will not die if it looses in combat (Since it is just a unit trying to attack a worm in the ground). But this is just a general Idea that I have been tossing around (I could make the strength by age or even turns it has been alive, but either way it should be really high so you would need a stack to kill it).. Also killing a worm.. would prob be bad Mojo to at the very least Fremen.. :)
 
I don't remember the name in the books, but Judaism is still alive and well in the Dune books, though in the story it is in hiding.


First of all, I figured in terms of story line it would be best to focus on the main religion that the beni gesserit and most fremen follow that prophesizes mua'dib. But if you want to include all the religions for flavor or game play then check this out:

http://en.wikipedia.org/wiki/Religions_of_Dune

Why would you not give cities to the Smugglers? In both the movies, the books, and in the video games that had Smugglers they had cities.

I'm pretty sure they just had camps. But even if they did, I don't see them as a major factor or faction. Having them as barbs would make sense to me.

No they shouldn't. In Civ4 terms, at best the Fremen should become a Vassal of House Atreides at some point.

House Atreides got destroyed...the remaining remnants mostly lie on Paul, his mother and a few of his friends. If anything, House Atreides should get destroyed at some point. It would make sense to just call them House Atreides and the Fremen-It would make NO sense if House Atreides vassaled the fremen or just continued on into the game after Paul become the messiah. And there probably should be some fremen factions that are in conflict with Paul and his followers- but after he becomes the messiah and starts the jihad.
 
This mod isn't completly following the timeline, its more taking the best parts and spirit of Dune and making it fit civ. The Atriedes and Fremen will be split, and IIRC, the Fremen are split into Imperial (Dune Messiah era) and Desert Fremen.
 
hey all of you guys,

ill relate to what all of you wrote tommorow,

a few notes though for those who debated on this:
as Ajidica said,
the mod, will try to stay as loylae to dune as possible, but we have to remmber that dune itself does not provide us with enogh matirial to convert it to a full mod,
so, asi i wrote, some fillings must be made,
like resources ive made up (just a few though), units made up, religions corporation and buildings,
but as i dune fan, i promiss, as i showed you on the tech tree, everything will be form dune world,
the main the game begins when the houses want to control dune - thats the "game purpose" for understandable reaons, it wont follow the currect time line of the books,
as for the factions,
when a mod doens have atleast 15 civs, its to thin to enjoy, think whwhen you start normal civ, do you ever play less then 10 nations on the map??

so im adding all of the houses mentioned, (wikipedia has a full list) along with the navigator guild, tleilux and bene gesserit as factions,
the fremen will ve as two tribes - paul and stilgars.

make no mistake, this mod will be awesome!!

Phoenician,
dont worry buddy, ill pm you first thing on the morning.

jackel,
we could use the weather system you started to create as seen art your mod library,
ill further discuss you on it :)

goodnight Y'all,
i lost some money on pokerm going to sleep now :(
 
Here are some ideas I came up with for interesting game play:

Mission tasks related to events in the books that benefit your economy and military.

Aircraft/vehicles should be very expensive so they are not "spammable". Transports should have high troop capacity so that you don't have to build so many of them. Only infantry can go on transports. Vehicles (tanks, etc.) and transports move 2 turns.

I like the idea of strike aircraft. As in aircraft units that attack ground or air can move with your army without transport. They are very powerful, has 3-4 moves, but need to return to an airfield to rearm.

Check out these air units for C&C 3:
Firehawks-air superiority fighter/ bomber
command-conquer-3-tiberium-wars-20060811054258157-000.jpg

post-98412-1234471506.jpg

Orcas - ground strike unit
GDI_Orca.jpg

Venoms - gunship
venomconcept_2.jpg

obycfvdvxx.jpg

Hammerheads- gunship/transport
200px-GDI_Hammerhead.jpg

Ox Transport
200px-TheOx.jpg

v35ox_concept.jpg


I would recommend using animations if you can from Command and Conquer 3: Tiberium Wars and the Kane's Wrath expansion pack. The Tiberium universe was inspired by Dune. Look at the Orca and Marked of Kane units for example.

Here are some infantry units that look really coll and Dune-esque.

Awakened- Cyborgs. Would fit well as harkonnen infantry
200px-Awakened2.jpg


Zone Troopers
CC3ZoneTrooper.JPG


Commando
command_and_conquer_3_tiberium_wars_1.jpg
 
Very cool on the models, does C&C3 use Nif files, because if they don't I think it would be very difficult to use them, but I don't know the whole model thing.

Also.. if you add pictures in manage attachments then it will be much easier to view the post. :goodjob:
 
Okay a little update. I got the cities done, I also got Promotions, buildings, and Improvements done. I am going to take a night and look over the code tomorrow, and if all is well then it should be released then.

So basically now, Cities,Units,Promotions,Improvements, and Buildings all have a tag for sound. They all have Civilopedia, and flying help text (Where applicable),and they all give sound to the square they are in and half to the ones around it (Of course the promotion just changes what the unit gives).


ScreenShots-
Moved!
 
Melinko,
its a real busty,

excellent job :)

Phoenician,
well indeed i wish i could use those models,
the trouble is, i dunno how to create model...

about the air units,
well this is how t works:
for air - i made 2 kinds of units -
air like reagular air attack - bombard mission up to a range,
and second, air units that can move at all terrain - based on helicopter movemnt.

also, a small number of vehicles can move on both ocean and land,
they will have 1 movement probably,
this way, you wont be that ependent on carryalls to move beyond the oceans.

Melinko,
using the effect of nuke? kinda wierd, but until we get proper art....
so i was thinking that the worms,
should destroy all of the units every time,
i think that will really annoy people :),
pehaps base it on a chance -
someties all of the units in the tiles gets sheesh kebabs,
someetimes just a few, sometimes they suffer massive damage,

religions:
that part is easy,
check out the development thread of dune - they wrote down the religions suggested, and dune mentions some religions so wont be a pron.
i changed corporations to be named organizations,
so there will be one of the bene gesserit i cant remmebr it name,
the choam organ',
and probably some ill invent.

Phoenician,
the sound is indeed for the worms,
the higher the sound level the more likely there will be a worm sign near that unit - awesome idea by meliko huh?
 
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