Dune Wars Mod

I redid the civilization buttons. If someone wants to give a look I think they are much better anyway.

David, ok that is why I was confused a little. Thanks I got it now.

As for immigrants do you think after a spice improvement would be destroyed by a worm having a random chance of an immigrant or spice worker or something? I have no clue what the originally intent was for immigrants in Dune sorry if I am lost.
 
I also do not understand how immigration applies to dune, perhaps koma can tell us more about what he was thinking when he suggested it.
 
ohhh .......man...............

just wrote a big reply and everything got deleted!

i hate it when it happens.........


ok then,
david,
i havnt got everythink you wrote just yet , i will on the weekend,
i got a solution for most of the stuff you wrote, so dont worry.

about the unitclass - i was thinking about fedykin? how about this?

thanks for the updates!

johny thanks a lot buddy,
all of the stuff will get in in the next unofficial patch.

im now off to test the new sdk by johny :))


david - i replied in the sdk thread.
 
I got pointed over to the "better AI" thread. I cannot follow what mod gets used in what other mod. But the better AI people claim that their AI is much better at amphibious assault. We are still going in circles about whether deep desert should be land or ocean; one objection to ocean is that the AI is not much good at amphibious assault.

In the current dll, or the new one just contributed by johny, is "better AI" already in there? It looks like some revolution variants include it, but I don't know if woc includes it.
 
johny, regarding the new buttons ...

Thanks for fixing the LH buttons! The "Sting" button (what's his real name?) is still skinny. The main LH pictures for emperor and irulan are still skinny.

I don't see any difference with the flag buttons? I think the problem with the flags is that when I look at the units in the game, I can't tell what the flags mean. They are all black, with some few bits of color which I cannot recognize. I think the flags should be brightly colored so they can be easily distinguished. I need to mouseover all the units to see who is where.
 
The path for the civilizations in the pedia use the flag buttons. Not really related to the flag. Just looked bad in the pedia before. Now they have the black background removed. A new alpha for the symbol if you see in the pedia. I can do some more work on the LH buttons if skinny. That was just a quick resize of them.
 
Here are some changes to Irulan, Emperor, and Feyd. I think they look better. But still a little blurry. I need a bigger image to work with.
 
Can you say more about how you came to this conclusion? On the limitations thread, one poster suggested a good experiment to build a one square wide strip of deep desert between two fertile areas, and see if the AI will jump that gap. Did you do that? I really do not see how there could be anything wrong with the mapscript/terrain to cause this; but I do not know what the answer is. I am about to go home and build the suggested map as a scenario, but if you already did it, I won't waste my time.
 
Hi,

I made some progress. In CvPlayerAI::AI_updateCitySites is a iMinFoundValue check that rejects most plots:

Code:
Line 17746: if (iValue > iMinFoundValueThreshold)

The ai_foundvalue for most city sites is too low. When I reduce iMinFoundValueThreshold, Ai begin to settle the map.

http://uploaded.to/file/mt3hwg

I made a patch that changes iMinFoundValue from 600 to 20. This is not a real fix, we should find out why ai_foundvalue is low. Right now it only works with Dune Wars 1.0 (without any patch).
I also updated the Archipelago map script. Deep desert is now placed from the very beginning without ocean plots.
I will try to make a better patch tomorrow. :)
 
Neat! I suspect the reason the values are low is due to the distance computation highlighted by Skyre Noktis in the limitations thread.

Because of the way keldath distributed the "patch 1", it is pretty inconvenient to roll back. I will try to apply your patch on top of "patch 1" and see what happens.

EDIT: it works for me too! I autoplayed a small game 400 turns, and I can see a result similar to koma's screenshot where a civ has clearly planted a colony on the other side of deep desert. Excellent work!

I know that Johny and keldath are working on a new dll which has fewer mods, and more woc stuff. Is it possible for you to give your modified code to johny for a merge? Even if it is just a hack for now, I think it is pretty important to have this in there.

In the longer term, is it possible for you to attach the new minvalue to a new xml parameter, say in globalsettings.xml? This way we could tweak the value from xml instead of recompiling.
 
Is the sound file borken? 7z detected that some of the files are broken, i'm going to redownload it from rapidshare just to check.

Edit: Alrighty, I got the sound file working, the mediafile sound add-on file does not work great, It will be great if you could fix that so others don't got a problem with it.

I have played your mod, and I think it's good but there is some things that I have a problem with.

- The barbarian in this game are rapidly respawn then any other mod, I think it could be me.
- The recommanded city placement don't give alot of good places for me to build (and I always go for the recommanded place).
- Leaderheads are messed up, it's all shifted and too many dead pixels lookin, can you fix this?
 
koma13,

i knew yould find something :)

great work,
though as i said, im convinced that the problem is with ocean and coasttiles -the ai thinks its srill ocean ?


ill wait on your full patch though, ypu havent added the changed sdk files for me to merge....


thanks buddy.

davidlallen,
ill merge it to the patch.

darkedone02,
thanks for the info,
ill replace the mediafire link.


from what you describe - what setting exactly did you play?
it sounds to me that you played through play now instead of custom game.

also ive raised a bit the barb level, i wanted the game to be challenging.
also the bonuses from the terrain are lower, maybe because of that not everywhere is reccomended.
leaderheads are messed up? the guys here uploaded some fixes for this,
i will upload a patch soon that fixes,
but in some resolutions, there's no problem with the leader heads.

thanks for the feedback, glad to know you liked it, its just version 1, i have plenty of stuff to do for the coming versions.
 
koma13,

i knew yould find something :)

great work,
though as i said, im convinced that the problem is with ocean and coasttiles -the ai thinks its srill ocean ?


ill wait on your full patch though, ypu havent added the changed sdk files for me to merge....


thanks buddy.

davidlallen,
ill merge it to the patch.

darkedone02,
thanks for the info,
ill replace the mediafire link.


from what you describe - what setting exactly did you play?
it sounds to me that you played through play now instead of custom game.

also ive raised a bit the barb level, i wanted the game to be challenging.
also the bonuses from the terrain are lower, maybe because of that not everywhere is reccomended.
leaderheads are messed up? the guys here uploaded some fixes for this,
i will upload a patch soon that fixes,
but in some resolutions, there's no problem with the leader heads.

thanks for the feedback, glad to know you liked it, its just version 1, i have plenty of stuff to do for the coming versions.

actually I play in a resulation of 1048 x 860 or whatever that revolution is, and I always play in custom game, even if the first post say so. I played in the continent map setting then the play now settings.
 
Today's progress: I planted a thumper and had a worm destroy it!

Still to do: make worms ignore units with the stillsuit promotion; if a thumper exists for three turns and no worm comes, make a worm appear anyway. Known problem: how to make the AI use the thumper; no solution planned yet; sigh.

I will be able to give a final version by Thursday night my time (24 hours from now), so you can incorporate it into any release you do this weekend.

You are in the process of changing the dll. This may, or may not affect the python files. Here are the files I will give you, in assets\python:

bug\bugeventmanager.py (small change)
screens\cvmaininterface.py (small change)
cveventmanager.py (big change)
cvgameutils.py (big change)

Do you foresee any merging problems?

I need to add a thumper unit which affects unitinfos, unitclassinfos, artdefines_units xml files; you will need to manually merge these. The button dds file cannot come from an atlas since it is used as an action button, so I cut it out of the atlas and I will need to include that also. So I will zip up 4 pythons, 3 xml fragments, a couple of dds and one nif and send it.
 
Don't think there will be any problem with the merging the python files for the worm. I am basically redoing RevDCM right now. I added a BUG button for the options. And I am going to try to make a separate advisor button for all options like the RevDCM tab. Moving most of the RevDCM xml into modules at the same time. I have Revolution, DCM, Super Spies, Inquisitor, and IDW modular at least so far. So it is going good just need a little time to finish it off.
 
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