Dune Wars 1.3 Feedback

You may be right. I just don't like all my cities having the sickly fumes all the time. Perhaps we can change the graphics if unhealth is going to be a common state for cities.

I agree with Deliverator. If you pay attention to groundwater and hills when you choose your city site, you can usually arrange to get two wells and two windtraps. But often a BFC may contain zero health resources. So I have 15-20 water coming in, and my city *could* grow up to 8-10, but it winds up with -5 health. It doesn't feel like growth is water limited at all, really, which was the original point.

I recommend putting less groundwater and more plants. As you get more tech, you can increase the water limit with better wells; maybe we can add a better windtrap also.
 
Feedback on 1.3.8:

DA24. Why is a tech (water conservation) needed to reveal polar ice? It should be always visible.

DA25. Desert Insects tech reveals the plantation bonuses like coffee? I would prefer they should be always visible; if not, at least controlled by plantation tech instead of insect.

DA26. I am not sure if there is a reason for "stone waste" terrain. If we keep it, it should be passable to thopters.

DA27. "Hovering" tech was probably supposed to be renamed "Suspensors"

DA28. Most buildings are named in the singular, so that the game text "You have completed a XXX!" makes sense. Please make Deathstills singular.

DA29. Is there a game reason why the base soldier should be immune to first strikes?

DA30. We have a midgame windtrap wonder and a wind trapping tech, neither of which is related to the early game windtrap unit. The wonder and tech should probably be removed, or maybe the tech should give an advanced Windtrap 2.

DA31. The button to build a hunting camp is the pitchfork. It should be a camp button.

DA32. This is a funny problem, is anybody else having this? It seems very painful. When I click on the tech chooser (F6) I get a cascade of python errors. The techs I have are not all highlighted in green, and when I click on a tech to select it, I also get a cascade of python errors. I looked into this briefly; the error relates to STechSelectTab in CvTechChooser.py. This is a standard BUG file, I did not mod it, and nobody else from DW has modded it either. Nobody has complained about it, so I am wondering if it is just me. I have seen this type of thing before due to an undefined tech or unit, but civcheck does not find anything missing.

EDIT: DA32 happens only when I change python and reload during the game. Normal players will not find this problem. However, I did not have this problem until 1.3.8. There does not seem to be any way the 1.3.8 patch should have broken this, but it is very annoying to python modding. I will try to dig into it.
 
hi david,

ive now fixed tons of tons of unit errors,

units where replaced with other units, many loops,
wrong names, a big mess.

guys,
when you change names of units+buildings,

plz make sure, that you remember to chnage voth the unit/building info .xml,
as well as the class info .xml.


ive noticed some of the errors you reported here,
ill do them all for next patch.
 
i installed correctly,

look closley on the units replacing other units,

for example - see the grenade trooper - its replaced by thopters...?

look in the unitclassinfos.xml,
check out heavy thopter :
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_HEAVY_HORNET</Type>
<Description>Heavy Thopter</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_HEAVY_THOPTER</DefaultUnit>

also - missile trooper was unbuildble - it was replaced by grenade trooper.

these kind of errors.


****
ok im not sure how does all the imported goods work,

you have a mentat for example - he requires saphoo for construction,
sahpoo building suppose to be unique for ecaz, but its not working at the current patch - the building is acceble for every civ -

im not so sure thats what you intended to do delivertor - i understand the unique bonus and trade -
say you are the corrino house, you are the only one that can build sarduccar outpost - that gives sard' corp - that is a prweqe for sard' unit,
corinno gets 3 of these so it can be traded with another civ - so they will be also buildble by other faction then corino,

but - in patch 1.3.8 -
the sarduccar outpost isnt unique to the corrino, so....what sthe point?

i can fix this by assigning the unique bunuses to each house, by creating a demi building.


deliverator - why did you wrote the buildings like this:

</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_STILLSUIT_WORKSHOP</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SEMUTA_SUPPLIERS</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SAPHO_SUPPLIERS</BuildingClassType>
<BuildingType>NONE</BuildingType>

unless there some python involved,

i do not understand how it works.


****

about units:
some factins now have 1-2 uus,
do you guys want me to leave it as is - or add 1 or two per civ? or is it suppose to work like this due to the unique bonus in patch 1.3.8 - that by my currnt understanding - doesnt work - and theres no uniqueness to the factions inreality - hence every civ can now get to build for instance saphoo - ot jus a matter of who gets it first.
 
I guess "tons of unit errors" is a little misleading; there are no xml parsing errors or gameplay errors. I looked in the civilopedia and I agree the upgrade tree seems a little scrambled; but it was a little scrambled before also.

I cannot tell easily if the illogical upgrades and mismatch of unitclass/default unit was caused by my renaming script or deliverator's manual renaming, or if it was there before, and it's just more obvious now.
 
don't worry about it,
its all better now,

:)

its all fixed now and i polished it.

about my post on the unique bonuses ,
i will rework this system a bit .

correct me if im wrong - the unique bonuses - should allow other factions to build certain units by trading that unique resource with the importing faction.
 
I recommend putting less groundwater and more plants. As you get more tech, you can increase the water limit with better wells; maybe we can add a better windtrap also.

If you do this, then there needs to be something that boosts the yield of dew collectors. As it is they're stuck at 3 all game.

Also, 8-10 is not a large city. In vanilla you can easily get a city up to 16-18 in the late game.
 
<BuildingClassType>BUILDINGCLASS_LANDING_STAGE</BuildingClassType>
<BuildingType>BUILDING_LANDING_STAGE</BuildingType>

My thinking was this doesn't need to be in BuildingInfos because the default for the BUILDINGCLASS_LANDING_STAGE is NONE. I tested this and I'm pretty sure it only let you build your own unique imported goods building. However, the Pedia doesn't show this clearly perhaps so it might look like you could build any of them - even though you can't. As long as no one can actually build it, I don't mind it being added to BuildingInfos I suppose. The Guild and Harkonnen should have NONE for BUILDINGCLASS_LANDING_STAGE.

I don't particularly like having a building in building infos that no one can build. That's why I left it out. Perhaps others can confirm that the imported goods buildings are only buildable by the relevant faction in 1.3.8b?

If you do this, then there needs to be something that boosts the yield of dew collectors. As it is they're stuck at 3 all game.

The Dew Collectors water yield could ramp up over time like the Windtrap's does. Potentially the Well Improvements could ramp up a some stage also.
 
Deliverator,

ive actually delt with the building system you did here - throught this ive created unique religion to each civ.

you need to have a
<BuildingClassType>BUILDINGCLASS_LANDING_STAGE</BuildingClassType>
<BuildingType>BUILDING_LANDING_STAGE</BuildingType> ,

as a fictive building that no one can build,
otherwise - the civs wont get a unique building.

dont worry, ill polish this in patch 1.3.9,
ill take a few days to prepare it, i got some stuff to do there.
 
1. Workers are still unable to build desert compounds. So no sandtrout, little makers, etc.
2. I don't see why the Harkonnen can't get a resource to import - why not let them bring in slaves? There could be a worker unit that works 25% faster (slave laborers) that requires their slave resource to build.
 
As david said, having a civ bonus resource that only allows you to build your own units or empowers yourself more, is self-fulfilling and not that interesting. It's just another hoop to jump through after researching the tech requirement.

The other issue with specifically the Harkonnen is that the stuff that gives them kicks is repulsive to most of the other factions. For example, I considered giving them Inkvine which would boost the effectiveness of the Slave Pits, but again it is the self-fulfillment problem.

The point of the imported goods is trade, and no one would be interested in Inkvine except for the Harkonnen (both from theme and gameplay). I suppose with Slaves there is an argument that some factions would be interested in trading for them, but what is the benefit once they do? More happy? Also, it wouldn't be possible (without additional code) to stop the Atreides trading for Slaves which would feel very wrong from theme.
 
throught this ive created unique religion to each civ

Each Civ will have their own religion?
 
yeah each civ with its own religion, i did it for my overlord 2 mod,

was really cool - every civ had two optional religions it could learn, i made it so that around five civs will compete on every religion in my mod. i was able to restriced say america from ever to found buddhism for instance.

the whole system was based on ub's, so ill polish what you created and youll see.
tight now on patch h 1.3.8 - the imported resources for all the factions - isnt unique - anyone can build it, if they get to it.


i was also thinking about the inkvain - its described on the book native to giede prime right?
 
So are you creating lots of new religions? It sounds like we may have more religions than we can come up with ideas for!

tight now on patch h 1.3.8 - the imported resources for all the factions - isnt unique - anyone can build it, if they get to it.

I still disagree about this, since I've run several autoplays of 1.3.8 clean and the civs always build their correct civ landing stage. Anyway, no matter... your change to use the dummy building sounds OK.

i was also thinking about the inkvain - its described on the book native to giede prime right?

I explained a few posts back why I don't think Inkvine is a good idea. From the Wikipedia article on Geidi Prime: "Due to its ravaged environment, Giedi Prime has to import almost all of its requirement of organic products. The Harkonnen have sought to compensate this weakness by military power and conquest.". Inkvine is not a substance anyone would want to trade for.
 
i didnt made more then 12 religions,
its just that each civ had an option to found only 2 out of those 12.


trust me on the buildings, actually - its just like the corporation system - theres a demi corp building.


well, any other suggestion? maybe they can import some kind of a poisen that certain other civs would like to trade? you can ajust it through the leader head maybe?
 
My personal preference would be that the Harkonnen doesn't get a unique trade good, but have other advantages to compensate.

If you really want to give them one the Poison would be OK - it should be a strategic resources that lets you build some unit, not a happy resource.
 
Since 1.2.something, the Harkonnen have a pretty strong ability: any combat win (except vs sandworm) has a 75% chance to generate a slave. The slave can quickly build any improvement, then it dies. I haven't gotten any feedback on this ability yet. In the future, I could change it so that the slave can optionally be used for a hammer bonus in a city or an XP bonus in an arena type building.
 
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