Dune Wars Mod

hey guys,
i gotta tell you,
im so happy to see all the debate after getting home form work.

ok now,

david and the rest,
basically, i took my mod basis from my priviuos mod - overlord2, the basis was revdcm and its componants.
i know the pyhotn erros mostly have to do with revolutions cause many stuff are renamed or missing, like the civs,

personally, i never ever played with revolution....but i left it in.

my idea of the mod - is to have modcomps optional for you, so anyone can play with the componants he likes,
as i wrote i released the mod with optimal setting and stability - meaning - none of the revolution or assimilation mods where check on......

so , the best solution for you guys, is simple, just dont turn on rev' :)

i will consider to remove the code to make the mod cleaner, actually i don't really mind,
but bug mod...must stay.

maybe i should add a warning not to play with python errors on huh?



those of you who wishes to help and code, its awesome, feel free to edit the xml files as you want and upload it here, ill collect everything and will make a patch out of it with more stuff i have in mind.

this mod is more for civ player...i havnt had a full game of civilization since civ3 ........how about that huh?


as for the sound - are you sure guys? have you tried the rapidshare link?
i tested it before i uploaded it..strange, ill rezip it and upload it later on....its not fun playing without it.

so how about some feedback on game play ?

- units strength and types
-techs
-costs of everything
-minor errors
-difficulty
-ai

common people feed me...im hungry for feedbacks :)


oh and as for influence d war - i kinda like this one,
but, you can turn it off using bug screen options easily or via globaldefines.
most of the modcomps are switchable.
 
I don't know if you will like this. If you want people to write text for the game, it is much much easier to have the text in a separate file in assets\xml\text. But if you add/subtract/rename units, then you have to update the separate file.

Using a throwaway program, I pulled out all your text from units, buildings and techs, and put it into one big DuneWarsText.xml file. I also added stub entries for everything. The good news is, there is no vanilla text left in the dune-o-pedia. The bad news is, 99% of the entries read, "Stub text for whatever".

In an earlier post I attached the units, buildings and tech xml files with typo's fixed in the names. I started with those files and then did the text movement. So, the files attached here include the typo-fixing I did earlier.

There are four files in this zip; units, buildings, tech, and text. I think having vanilla text all over the place hurts the mod, and now people can edit the text file to put in all the background information.
 
david?

how the hck did you pull that one off?

you wanna tell me you moved and of the none txt_key descriptions to a txt_key in a text file??
wow - isnt it like tons of work??

that is so great - ive been meaning to prgenize the text with excel- i got lazy before release though - so i saved it for later version ....


thanks buddy!
 
Originally Posted by Ajidica View Post
Keldath, the sound file is corrupted somehow. I dled it from the mediafire link and when I extracted it, it stopped saying it had an error.

Try this link:
http://uploading.com/files/Y3947SXZ/sound addon.exe.html

I finished some map scripts for Dune:

Code:
Dune_Archipelago
Dune_Continents
Dune_Custom_Continents
Dune_Inland_Sea
Dune_Pangaea

I created 2 new terrains replacing ocean and coast:

Code:
TERRAIN_DEEP_DESERT
TERRAIN_DESERT_WASTE

Issues:

- I linked sea resources to new terrain types, but appearance need some rebalancing, they are very rare now
- ice feature looks really strange, I disabled it (change FEATURE_ICE in CIV4FeatureInfos.xml to enable)

I didn't changed the unit xmls. Right now every land unit can move into deep desert.

Download:

http://uploaded.to/file/aujbce

I noticed Python exceptions too. We should try to fix them. Keldath, you joined some mods with Dune wars. Maybe we can look into their features and decide which one we really want to have in.

Btw, there are too many buttons in main interface. :)
 
wow koma,

excellnt buddy!

this will allow us to work around the unitais of sea limits!

thank you so much!
it opens up a new world of dune.

****
edit:

woooow i just took a look at the maps, woo man just wow, beauty in th making - great terrain art!!!!
its beyond what i wished.
now we can do some reall dune work!

the ice looks weird becuase its art is lower on height then land, i know how to fix this, dont worry ill get the ice back.

i thought i will have a week or two or rest - but now i just have to start working on the patch to implement the maps along with resources, unitais, and the works.

by the way have you tested ai behavior on the maps?

im thinking of making another hill type - dune - that will apear only on deep desert?
how about that your up for it?


i totally agree on the python errors,
if you guys want, i have no problem in building the mods infrastructure with the componants you want,
me and johny can do the sdkpart, you guys can do the python.

the many buttons below help when you have a lot of units in one tile or such, they can organize the looks - tweak with it, its really usefull.


heres what i think should stay in the mod:

im ready to get revolution out for start,
its probably the main cause for python errors.


damn im so excited about the maps!!!!!!!!!!!!!
 
Please do try out the worms in my python file. I got a harvester and two scouts killed by worms and it really added a lot to the feel of the game. I can think of lots more things I "might" do with the worm AI, but I would like feedback from others too.

It took about two hours to write a little program which pulled out all the text and created the stubs. No big deal to do once; now we will have to maintain the text separately.

It's great that a number of people are contributing! It will take some work to keep everything merged together, but a new release will make it much easier.

I will try out the new maps too.
 
Imperial Militia Pedia:
The Imperial Militia is the basic division of troops in any Corrino Army, decently trained and equiped. They are a levy from Corrino held areas and at times, levies donated by other houses to secure favors. They will fight and they will die for the glory of the Emperor.[...]

Cool! Do you want to download my xml text file and start pasting text into it? There are a huge number of missing text entries, like all of them.
 
I'll do it later today, if time permits. I need a bit of a break from the mod I'm working on. david, if its not too much trouble, could you download my mod and see if it is the Gods of Old python firing in the mod? It shouldn't be there and it just appeared? More info is on the main post.
 
davidlallen,
hi

glad to know the worm code is working,

i saw that you used only the worm1 unit - so i can remove the other worms - 2-5?

and the worm damage - does it matter whats the worm power??


im starting to create a patch with all the stuff you guys added, so everyone can anjoy the codes quickly.

keep it up dudes.

Ajidica,
whas wrong with your mod?
 
i saw that you used only the worm1 unit - so i can remove the other worms - 2-5? and the worm damage - does it matter whats the worm power??

This is a quick implementation to get feedback. In what I wrote, I only use worm1, and it does a normal attack based on its strength. I guess you wanted to have higher power worms later. Why not just use one worm with a really high strength? You don't want the early game units to beat them anyway.
 
Here are the pedia entries that I added into XML. I'll do some more later, and possibly some quotes. Keldath, would it be okay if I were to take some from the prequels?
Perhaps the worm could just be a python event as opposed to a unit? All the worm has to do to escape attack is to go beneath the sand. Just an idea.
 
david, if its not too much trouble, could you download my mod and see if it is the Gods of Old python firing in the mod? It shouldn't be there and it just appeared? More info is on the main post.

I dl'ed your mod from your sig, and looked at the main post on the thread for that mod. You observe text like 'TXT_KEY_GODS_STARS' appearing. What I see when I run it is a bunch of python errors about "getObsoleteTech". I do not see messages about "TXT_KEY_GODS_STARS", but I only played two turns of one game.

The getObsoleteTech messages come from file assets\python\cvEventManager.py, lines 551 and 2233 in what I saw. These are coming because the python is hard coded to look for buildings HAGIA_SOPHIA and NOTRE_DAME, and these do not exist in your assets\xml\buildings\civ4buildingsinfo.xml file. I cannot tell what was intended, and there may be other such problems, but that is what I saw.

I recommended my civchecker program earlier in this thread, at this link, but unfortunately it does not check for names used in the python which do not appear in the xml. You may want to run that anyway; for example, your unitclassinfo file has a ton of undefined units such as UNIT_BATTLESHIP_III.

Later: I searched for the string TXT_KEY_GODS in all the python, and I found it. If you look into the same py file I mentioned above, line 2050, you will see all these strings. I cannot tell what was intended; but you can prevent this section of code from being executed by adding "return" at the start of the call. Here is what you want (I did not test it):
Code:
	def doChooseNewStarAlignment( self ):
		
		## DO NOT WANT
		return
		## Determines the Star Order
		self.iStarAlignment = self.getRandomNumber( 11 )
		if self.iStarAlignment == 0:
			szTitle = localText.getText( "TXT_KEY_GODS_STARS_RAM", ( ) )
			CyInterface().addImmediateMessage( szTitle , None)

Please be very careful about tabs vs spaces at the start of those lines.
 
after it is randomly created - does it dissapear? i dont have time to test...:)

Let me know your feedback after you have time to try it out. The code makes sure there are always a constant number of worms. As more land is owned, this number goes down slightly. So if a bunch get killed, then a bunch of new ones randomly appear. They never vanish. You can see them when you display the whole map (eg with chipotle/ctrl-z).
 
Those mapscripts are great, koma13!

But having a 100% land map brings us to a different problem: land transport. As far as I know, there has been a lot of discussion about getting the AI to use it, and there is no solution as far as I know. Here is one link. There are others, but nobody has a solution.

I am able to add AI for new units, like the worm or the Fury Road animals; but I do this on the "outsides" of the DLL. Transport affects every unit and every tactical decision the AI makes. I am not going to be able to do this.

I am afraid there are four options:
a. Find somebody much smarter than me, to modify the core AI to use land transport
b. Don't worry that the AI won't use land transport, it will still be fun for multiplayer
c. Keep the ocean as ocean and let the AI use its amphibious AI for this. I have heard that isn't so good either, but I usually play pangaea maps myself.
d. Remove the hover units. This is unfortunate since it adds a lot to the Dune "feel".
 
Ajidica, go wild man, im not so familiar with the preq, but sure it will add
us some intrest.

david,
i have tested the worms a bit, and yeah there are some on the maps :)
great code :)


yeah koma did good huh ? :)

but yeah you raise disturbing quastion................

well melinko said hes gonna do land transports..but hes not available...

a. low chanses
b. indeed! it will be great for multi....
c. another difficult dilemma...........i love both options, but i think the ai does better when using koma's maps.
d. mm.......rather not...

how about living the 2 options, i can make two separated patches......
might confuse people though ...

how about living carryalls out for now? maybe adding some movements for later and later techs so atleast units will move a bit faster...

just raising ideas.


perhaps you can make a transport efect with python?????
say taking an aerial unit - carryals - or carryall based on gunship,
and make a button for each unit - as a mission - that can summon carryall that can transport the selected unit a number of tiles away?
you get i dunno maybe a promotion that will be carryall summon,
when pressed an an air unit will move over the unit and pop up the unit on another place of the map - with defined range? or for start - a python code - that basicly transpot units - we will worry about the anuation later.
hey i might got on something here huh?
 
perhaps you can make a transport efect with python?????

Yes, I probably could. The issue is not how the player uses it; the issue is that the AI will not use it unless we change the core AI. Lack of AI for land transport is a common complaint. Maybe somebody has solved it in the last few months; it may be worthwhile for you to ask around on other subforums.
 
i have,
fall from haven has a solution for this....
i tired kael but didnt get any response from him...


i thought about the paratrooper option aswell -
maybe you could develop it abit with this event action ?
or just create a action the will move one unit from one point to another -maybe the ai will be able to work it?
 
Hey keldath, it is great to see you putting out great mods man :)

mrgenie is too busy for coding so I am picking up C++ now :eek: :crazyeye:
 
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