Dune Wars 1.3 Feedback

Here's one, at the stronger end; how about spice blooms in the territory of civs with the pro-spice civic *never* expire. Or at least take twice as long to do so.

This would make sense if a spice blow can't happen a second time on the same tile.
 
That is an interesting idea. But, in 1.3.6 spice expires much more slowly. Do you feel that this will make much difference anymore?

Haven't played enough 1.3.6 to tell; partly because its nearly impossible to actually build refineries (workers can't move onto desert without transports, harvesters no longer exist).
But my point is that this would be a way to differentiate between the pro-spice and pro-terraforming civics. This isn't about the absolute level of spice, its about differentiating between the three; at the moment pro-terraforming is kindof a no-brainer.

So pro-terraforming means that spice blows can't occur in your cultural borders (though it can spill over from the tiles outside), neutral has the standard rate of spice generation, and then pro-spice has higher chances of spice blows within their borders or slower degeneration of spice blows.

The economic differences are subtle, but could be signicant; pro-spice gives you higher tile yields from desert tiles and higher spice corp income, pro-terraforming gives you higher water income and larger city sizes.
Bigger water income would also be a bit less awesome if it were slightly harder to keep large cities happy (cut some of the happiness buildings).

This would make sense if a spice blow can't happen a second time on the same tile.

I don't understand this comment. Surely a spice blow can only occur if there isn't already spice on the tile? Should be easy to code I'd think.
 
Haven't played enough 1.3.6 to tell; partly because its nearly impossible to actually build refineries (workers can't move onto desert without transports, harvesters no longer exist).

Please use 1.3.7, where this is fixed.

So pro-terraforming means that spice blows can't occur in your cultural borders (though it can spill over from the tiles outside), neutral has the standard rate of spice generation, and then pro-spice has higher chances of spice blows within their borders or slower degeneration of spice blows.

That is a good idea. I have also locally changed terraforming to require some improvement on the plot, so it will take a little longer for the terrain to improve.
 
I am havinga bit of troulbe getting the mod to run. I've tried the Mods directory, as well as the base directory for BTS...but no dice. suggestions would be appareciated
 
Are you able to download and run other mods? Is your BTS installation updated to 3.19? What specifically are you doing to run the mod, and what specifically is going wrong?
 
I currently have 3.19 update. I have put the Dune Wars files into the Mods folder for BTS. should I put it into the Base BTS directory folder?

(is rather new to modding) :D
 
I don't understand this comment. Surely a spice blow can only occur if there isn't already spice on the tile? Should be easy to code I'd think.

English, you know. :) Maybe I should have put an 'ever' somewhere in the sentence. What I mean is that:
After spice is vanished on a tile there will never (ever) be spice on the same tile again (think of forest, it's gone after chopping).
You surely will harvesting spice next to your territory first. As the game evolves you would have to send out your harvesters deeper into the desert in search for new spice(= more danger of sandworms). Finally there will be a run for the last spice tiles left in game. This would make spice much more valuable because amount isn't endless. Now think of a spice civic that will drastically increase spice decay time for you. If choosen early it will allow to keep your harvesters close to your territory. When choosen late in game it will maybe help you to keep your last spice tiles left existing a little longer. We could make a victory condition being the last house having access to spice (=spice monopoly).
 
With regards to installation issues, maybe it's time we moved to having a proper installer .exe. The autounzip technique is a bit confusing. We should keep a straight zip file manual install too. Aymerick created an installer for Age of Further Discovery (a side interest of mine) and he said it was really easy to do... there are threads around on the subject.

With regards to boosting Spice Economy. I've been looking through BuildingInfos to consider the possibilities, and perhaps we could use the power stations mechanic somehow to boost production based on the spice bonus.
 
With regards to installation issues, maybe it's time we moved to having a proper installer .exe. The autounzip technique is a bit confusing. We should keep a straight zip file manual install too. Aymerick created an installer for Age of Further Discovery (a side interest of mine) and he said it was really easy to do... there are threads around on the subject.
Use phungus420's install script. It's pretty simple to use (to make the file, I mean) and the installer is pretty cool. It works for all BtS versions (including the other things like the Complete DVD etc.), has an uninstaller routine, can create desktop shortcuts with custom icons and allows for patches - it looks very professional and neat.

Cheers, LT.
 
Use phungus420's install script. It's pretty simple to use (to make the file, I mean) and the installer is pretty cool. It works for all BtS versions (including the other things like the Complete DVD etc.), has an uninstaller routine, can create desktop shortcuts with custom icons and allows for patches - it looks very professional and neat.

I'm personally no friend of this. If we use that script, it would be nice to offer 2 versions. One having that install script, another one compressed with 7zip only. ;)
 
There should be two links. An Installer link and a Zip link, that's what I'm suggesting.

A lot of people will just want to play the game and won't want to copy directories/files around...
 
I'm personally no friend of this. If we use that script, it would be nice to offer 2 versions. One having that install script, another one compressed with 7zip only. ;)
Ah, I see where you're coming from. I tend to dislike installers as well - but only because I do tinker and mod. For modders it's way more convenient to have a zip so you can grab selected files without doing a full install (like grabbing some cpp-files from a mod).

But for everybody else, installers are nicer. In the modpack forum are really loads of people who rarely post and just play instead of mod - and when they post, you often get things like people applied a patch in the wrong fashion, installing it in the My Files\My Games directory instead of the proper BtS folder and so forth - and in the end that's the group a mod team is really working for - because that's the group of people that cannot or doesn't mod on their own and hence rely on the work modders do.

The installer is just way neater for those "drive-by downloaders" that just want to play the mod instead of tinker.

Cheers, LT.
 
I just don't like the idea a mod is adding entries to registry.
Ah, it sounds a bit intrusive, right? Well, you could always remove that stuff (the uninstall routine, pretty much - though it's useful for bigger updates with a new main file).

Furthermore, that's actually one of the things that I count as "legitimate" use of the registry. Programs shouldn't put gazillion of settings into the registry, it's a mess. But this is exactly what the registry was made for - keeping track of programs (among other stuff) - after all, the mod doesn't store anything in the registry (that would be really intrusive).

As long as the uninstaller cleans up the entries properly... I think that's fine. After all, the fact that you're using an executable installer pretty much says "this is going to use the registry!". :lol:

Cheers, LT
 
That is a good idea.

The other advantage of this system is that while the pro-forming factions will still get some spice from spillovers, it won't be in the BFC of their cities (except ones that have low culture output) because the borders will be too far away.

What I mean is that:
After spice is vanished on a tile there will never (ever) be spice on the same tile again (think of forest, it's gone after chopping).

I don't really like this, I don't think it works from a gameplay or fluff perspective.

From gameplay, territory just doesn't expand that much, and we also want spice to sometimes be in the cities BFC, at least for non-terraformers.
From fluff, spice is a renewable resource, there is no reason why harvesting the spice in one area means there can never be spice there again. Its not like mining minerals or something with depletable mines.
 
Version 1.3.7 is just a two file patch over 1.3.6, available at this post. It was released in this thread, rather than in the patch thread.
 
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