Dune Wars 1.3 Feedback

Workers can't build the desert compound needed to harvest the sand trout or similar bonuses; harvesters used to have this build order but they are gone.

Also, I'm not seeing any of desert hawks or hares, or coffee or any of the plantation bonuses. Do the map scripts generate these?

Trade ports give +15% trade bonus and +1% foreign trade bonus. Typo?
 
Workers can't build the desert compound needed to harvest the sand trout or similar bonuses; harvesters used to have this build order but they are gone.

Hm, that is a bug, and it will make it somewhat difficult to generate Reverend Mothers. We better fix that. Is it OK to stick with one worker unit, and make the worker able to build this?

Also, I'm not seeing any of desert hawks or hares, or coffee or any of the plantation bonuses. Do the map scripts generate these?

I have definitely seen hawks. I have not noticed the plantation bonuses but I did not look very closely. Are you using the Arrakis mapscript or archipelago?

Trade ports give +15% trade bonus and +1% foreign trade bonus. Typo?

I dunno. Let's lump this into a building retuning project; we may decide to dump the building altogether.
 
Also, I'm not seeing any of desert hawks or hares, or coffee or any of the plantation bonuses. Do the map scripts generate these?

If you use the cheat code "chipotle" in your BTS ini file, then do ctrl-Z the whole map will be revealed. If you literally don't see any of the resource anywhere, then that is a problem. In any case, I am reviewing bonus placement for the 1.3.8 patch.
 
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.

Sorry, I didn't followed spice/terraforming concept too closely but why do you want to have it in the bfc? I find it a little strange to have a map script full of deep desert and then we're trying everything to avoid going into it.
 
Sorry, I didn't followed spice/terraforming concept too closely but why do you want to have it in the bfc?

Because of the tile yield bonuses, and the tile yield bonuses from the pro-spice civic.
Basically, both terraformers and spicers need to have powerful economies. One way of doing this is that terraformers get lots of water income, so get huge cities with cottage economies or specialist economies, while spicers get lots of spice resource (and so bonuses in their corporation hq) and higher tile yields from the valuable spice tiles.

Honestly, maps full of deep desert seem kinda boring to me; I like the idea of the ring around the polar water source, but deep desert is just MMFD, all boring and all the same. I'm guessing that all the conflict on those maps will still really be around the rocks and the pole; nothing much happens in the exterior.

Combat is fun when you have different terrain types, and cities nearby. And the AI understands how to defend its cities.
 
Another thought; why does the Wonder that gives free monuments everywhere expire before the monuments do? This seems weird.
 
hey guys,

ahriman,

your right bout the buildings,
some needs more tweaking and fixing.

so for v 1.4 - what you guys suggest? two link + zip/exe file?


****
no one noticed that i wrote that theres a hidden ctd in our game ? :(

david,
have you seen what i wrote about starting a game in a late era - and the green terrain start?
 
so for v 1.4 - what you guys suggest? two link + zip/exe file?

Yes, two links. One to an installer made using phungus420's stuff that Lord Tirian linked, and one to a zip file for the modders/those who don't want the installer.
 
no one noticed that i wrote that theres a hidden ctd in our game ? [...] have you seen what i wrote about starting a game in a late era - and the green terrain start?

I don't write "Yes, I read this" for every post, sorry. I read them. I was assuming that when you do a patch you would fix some of the issues you found. I will try out a late game start at some point.
 
Supply pod is overpowered.

I assumed that it was intended to let you transfer hammers between cities; spend X hammers to build the pod in one city, move it to another city, sacrifice it to get Y hammers, where Y < X.

But it seems in fact that Y > X; in fact, Y seems to be the full production boost from a great engineer, so I can build wonders way faster by building a supply pod and then sacrificing it in its own city.

You need to cut down the number of hammers it gives.

Its annoying that the perimeter defense becomes obsolete, when its a pre-req for the citadel, that gives extra trade and does NOT become obsolete.
 
Ahriman,
thanks buddy you provide great feedback.



****

woooooohoooooo!!!

i fixed the ctd bug !!!!

now we can allow the use of holzman field generator!

i also clean the sdk,

i will upload it along with the civic hated code later to the incremental patch :)


thanks koma13 for the tips!
 
Hi - I've downloaded the .exe and add-on file twice now, extracted it to the /mods folder etc and all looks to be in the right place but CIV4 BTS crashes when I try to run Dune Wars 1.3 using Load Mod - am I missing something verrrry simple here, as is my usual habit?
 
have you seen what i wrote about starting a game in a late era - and the green terrain start?

I am not able to reproduce this problem. I select "Shy Hulud" from the late start menu. When the game starts, I zoom all the way out to globe view and there is no green terrain. I found a city, which immediately goes to size 6, and autoplay 10 turns, and zoom all the way out to globe view. Still no green terrain.

Is it possible you had a start where one of the Fremen cities had a catchbasin already constructed, and you looked after the first turn had played? Then there is a good chance the catchbasin had already produced some green terrain. If that is what you are seeing, then it is (mostly) the intended behavior. There is a bug in 1.3.6 which makes these terrains appear almost instantly. In my next patch (1.3.10, I guess, if deliverator takes 1.3.8 and you take 1.3.9) I will fix this, so it will take longer to appear.
 
mmm strange,

i will check it again then, if it happens ill picture it for ya,
but dont worry about it, its realy nothing for now.

yeah i think ill book 1.3.9 :)

tomorrow im releasing y overlord2 mod for 3.19...then im right back on dune modding,something good came out f it, i caught a bug that i would never have seen,

i will have a Sirius brain storm on units (my favorite part of the game :)).
 
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