davidlallen
Deity
This is a huge patch with many changes. I have not done very much playtesting. I have done a number of autoplays to ensure there are no crashes. For an overview of all the features, new and old, please see the "Dune Wars Concepts" tab in the civilopedia. The patch will apply over any version of 1.4; the original release of 1.4 is at this post.
Please put feedback for this version here.
Major changes
* Brand new tech tree from this thread.
* Brand new civics from this thread.
* Two civs have new unique abilities, Tleilaxu and Ix; details below
* Roads are gone again but new promotions should compensate; details below
* Homeworld Reinforcement screen by koma13, first version; details at this post and subsequent posts in that thread.
Civilization special abilities
* Any unit at war with Tleilax, which either wins a combat or ends the turn in the same square as a Tleilax spy, will contract a tailored plague. The plague may be passed onto any other unit in the same square, and causes a -25% strength penalty. If any unit in a city has the plague, the city suffers -2 unhappiness. A hospital or Suk Academy cures all plagued units.
* Tleilaxu units built in a city with an Axlotl tank will inherit all but one of the promotions, of the best living unit of their same unit type. This represents cloning the commander of a veteran unit.
* Added Thinking Machine Factory, which requires the Ixian unique bonus and provides "power" for factories. "Power" provides hammer bonuses for the factory buildings. For other civs, using Thinking Machines is possible but causes unhappiness due to the risk of a Second Butlerian Jihad. Ixian cities will have a significant hammer advantage in the later part of the game.
Units and Civilizations
* Automatic +1 movement for a ground unit which starts the turn inside its own cultural borders. Shown in game as a Home Ground promotion.
* Suspensor units now move 2, but get 2x on desert; destroyer, frigate move 3. Shown in game as automatic Suspensor Movement promotion.
* Removed Spacer Guild and leader Pilru, added (re-added) House Ecaz and leader Duke Prad Vidal
* Fedaykin and Worm Rider units can now move on all terrains
* Added Fremen UU for scout and soldier which can move on all terrains
* Removed -200% combat strength of worms against thopters (Falcon thopters could easily kill them)
* Added new soldier unit art from Deliverator
Terrain, Bonuses, Improvements
* Increased groundwater appearance a little (iTilesPer 16->12)
* Added new spice harvester unit art from Deliverator
* Deleted stone rock feature
* Deleted iron ore bonus
* Deleted mining station, move uranium to regular mines
* Added stone and marble bonuses; stone on map, marble contract (infinite)
* Added one row of polar terrain to north and south of archipelago map
* Added polar terrains to tech tradeable list
* Added Ice Drilling improvement on ice
Buildings, Projects
* Changed market to Water Seller, requires ice, gives +25% water yield
* Changed all wonders to have appropriate double build speed bonus
* Removed health penalty on Science Lab
* Removed +water yield on weather scanner
* Added help for Reservoir of Liet, and three "owned" unique bonuses
* Renamed Mihna (not Mihna Challenge) to Baraka Monastery
* Removed "space race" victory from building seven temples
* Changed many buttons, added a few; now "fewer" duplicate buttons
Other changes
* Sandstorms now behave differently. They can move over cities and units and can cross the Great Wall ("Advanced Defense Grid"). They now only come in one size instead of 4, and have much less chance of crossing hills or peaks. When they are over a unit or a stack, including a city, units may be destroyed or damaged a random large amount. If this causes too much damage we can decrease the number of storms, or the percent of them doing damage. As of today, the sandstorm leaves a "ghost" when it moves which lasts up to 10 seconds.
* Made revolutions related game options invisible, too many players are getting crashes when they accidentally turn these on. As additional security, I changed the sXML... values in the revolutions python code so at least they point to something useful instead of generating errors. Even though the options are gone, it is still possible for them to get turned on again. I don't know how. If it happens to you, the only way to turn them off again is to edit your CivilizationIV.ini file. Search for the line matching "GameOptions = ". This has bunch of zeroes and then, when you are having this problem, four 1's at the end. Change the four 1's to 0's.
You can download it from this link (14 MB).
Please put feedback for this version here.
Major changes
* Brand new tech tree from this thread.
* Brand new civics from this thread.
* Two civs have new unique abilities, Tleilaxu and Ix; details below
* Roads are gone again but new promotions should compensate; details below
* Homeworld Reinforcement screen by koma13, first version; details at this post and subsequent posts in that thread.
Civilization special abilities
* Any unit at war with Tleilax, which either wins a combat or ends the turn in the same square as a Tleilax spy, will contract a tailored plague. The plague may be passed onto any other unit in the same square, and causes a -25% strength penalty. If any unit in a city has the plague, the city suffers -2 unhappiness. A hospital or Suk Academy cures all plagued units.
* Tleilaxu units built in a city with an Axlotl tank will inherit all but one of the promotions, of the best living unit of their same unit type. This represents cloning the commander of a veteran unit.
* Added Thinking Machine Factory, which requires the Ixian unique bonus and provides "power" for factories. "Power" provides hammer bonuses for the factory buildings. For other civs, using Thinking Machines is possible but causes unhappiness due to the risk of a Second Butlerian Jihad. Ixian cities will have a significant hammer advantage in the later part of the game.
Units and Civilizations
* Automatic +1 movement for a ground unit which starts the turn inside its own cultural borders. Shown in game as a Home Ground promotion.
* Suspensor units now move 2, but get 2x on desert; destroyer, frigate move 3. Shown in game as automatic Suspensor Movement promotion.
* Removed Spacer Guild and leader Pilru, added (re-added) House Ecaz and leader Duke Prad Vidal
* Fedaykin and Worm Rider units can now move on all terrains
* Added Fremen UU for scout and soldier which can move on all terrains
* Removed -200% combat strength of worms against thopters (Falcon thopters could easily kill them)
* Added new soldier unit art from Deliverator
Terrain, Bonuses, Improvements
* Increased groundwater appearance a little (iTilesPer 16->12)
* Added new spice harvester unit art from Deliverator
* Deleted stone rock feature
* Deleted iron ore bonus
* Deleted mining station, move uranium to regular mines
* Added stone and marble bonuses; stone on map, marble contract (infinite)
* Added one row of polar terrain to north and south of archipelago map
* Added polar terrains to tech tradeable list
* Added Ice Drilling improvement on ice
Buildings, Projects
* Changed market to Water Seller, requires ice, gives +25% water yield
* Changed all wonders to have appropriate double build speed bonus
* Removed health penalty on Science Lab
* Removed +water yield on weather scanner
* Added help for Reservoir of Liet, and three "owned" unique bonuses
* Renamed Mihna (not Mihna Challenge) to Baraka Monastery
* Removed "space race" victory from building seven temples
* Changed many buttons, added a few; now "fewer" duplicate buttons
Other changes
* Sandstorms now behave differently. They can move over cities and units and can cross the Great Wall ("Advanced Defense Grid"). They now only come in one size instead of 4, and have much less chance of crossing hills or peaks. When they are over a unit or a stack, including a city, units may be destroyed or damaged a random large amount. If this causes too much damage we can decrease the number of storms, or the percent of them doing damage. As of today, the sandstorm leaves a "ghost" when it moves which lasts up to 10 seconds.
* Made revolutions related game options invisible, too many players are getting crashes when they accidentally turn these on. As additional security, I changed the sXML... values in the revolutions python code so at least they point to something useful instead of generating errors. Even though the options are gone, it is still possible for them to get turned on again. I don't know how. If it happens to you, the only way to turn them off again is to edit your CivilizationIV.ini file. Search for the line matching "GameOptions = ". This has bunch of zeroes and then, when you are having this problem, four 1's at the end. Change the four 1's to 0's.
You can download it from this link (14 MB).