Sigh. Not much success today. Patch 3 seems broken to me as posted above. I am looking forward to the new terrain textures / mapscript from koma13. I have not thought much about the spice handling you guys are discussing. I have a working windtrap improvement but when I plug it into dunewars (patch 1), the fresh water immediately disappears. It seems one of the dozen or so mods inside dune wars is cleaning it up, and I am not sure how to debug this.
Previous issues, still present in patch 3:
6. The Emperor and Irulan LH pictures are still skinny.
7. The diplomacy screen always generates a python popup about RTTI. I investigated this more, but still failed to fix it. In the standard revolutionsDCM mod, the file gameinfo/civ4diplomacyinfos.xml contains about 100 lines of new code. I pasted this into the dunewars file, but this did not change the error. Maybe using a different dll with less revolutions stuff in it will fix this; but I still see the error in patch3. In case it is helpful, I have put the 100 lines into file CIV4DiplomacyInfos-fragment.xml in the attachment.
9. The flags all have black backgrounds
11. In civ4civilizationinfos.xml, Bene Gesserit <adjective> is still "German"
24. Workboats still have default name and unit art, sailing on sand is silly
33. Thumper promotion should no longer give a movement increase
39. I mentioned I did not like "lvl 1, 2, 3" in improvement names. For mining improvements, how about "Surface Mine", "Deep Mine" and "Core Mine". Then you can change existing "Pit Mine" to "Mining Station" so the series does not get confused. Still need to think about windtrap and refinery names.
47. New LH and button for spacer guild guy. The button from johny is there, but the larger LH image is missing. See post 126.
New issues:
49. Water button is empty and brown. Visible in sev-o-pedia and also when using resource circles (alt-c) in main screen.
50. Turning on grids causes a crash. Worse, the fact that grids are on is stored before the crash, so when I bring up the game again it immediately crashes. The only solution was to delete my mods\dune wars directory and reinstall. If there is a way to turn off the grids option outside the game, please let me know.
51. In the ocean model (patch 3), I tried to get hovers buildable anywhere. I added bCanMoveAllTerrain, but that did not help. I have posted above and also PM'd Maniac, the author of Planetfall, to see if he can help. I can't see using the ocean model without this; hovers must be able to move on all land.
52. With python alerts on, there is still a python alert thrown when the game first starts. It is different than before, but still disappointing. In this case it happens even with the BUG options for revolutions turned off; the last line of the alert refers to GAMEOPTION_ASSIMILATION. So I guess Assimilation is still in there, at least a little bit. Since the Revolutions options summary screen does not appear, initialization must not be completing, and I wonder if this is what makes the mod unplayable.
53. My fault, but thumpers are not working in patch 3. This is because I left out a step. I forgot to give you the related files. In the attachment, please use fragments for artdefines, unitclassinfos, and unitinfos, and paste them into their related files. Also please put the nif and dds into new directory art/units/thumper.
54. Several weird things with improvements. These can be placed in coast/ocean but their related improvements cannot be: Slig, Smoke Tree, Inkvine. These do not have any related improvements at all, so they cannot affect cities or be traded: Inkvine, Minerals, Shigawire. Sappho and Smoke Tree have Foundry as their related improvement; these are both in the plant family and a foundry does not seem to make much sense.
55. In the upgrade tree displayed in the sev-o-pedia, I notice that infantry can upgrade to quad, which seems weird, and also lasgun trooper can upgrade to chouhada. Both of these are a change of unitcombat. This is not "illegal", just "weird" that an infantry would upgrade to a wheeled unit.
56. I have upgraded the worm and storm AI to work on either the land model or the sea model. Please include attached cvgameutils.py and cveventmanager.py into assets/python.
57. Please make sure UNIT_WORM1 has TerrainImpassables for TERRAIN_PEAK and TERRAIN_HILL, and not for TERRAIN_DESERT_WASTE or TERRAIN_DEEP_DESERT. With different patches, this seems to come and go. Or it may just be me, applying patches inconsistently.