Dune Wars

Another try, you now that in the original game there are some wonders which has the rule of "Can only be built on some era or previous beginings", well, in this mod there are also some cases of this rule in some wonders and also in some buildings, and this means that if you do not build them before leaving this eras you can no longer build them, or even finishing them
 
you now that in the original game there are some wonders which has the rule of "Can only be built on some era or previous beginings"

AFAIK, these are only Wonders that become obsolete because of techs. So, a wonder that becomes obsolete in era 2 can only be built in era 2 or earlier starts.

We don't have any obsolesence (except at some versions the House Shield national wonder went obsolete), so this shouldn't be an issue here. Which wonders and buildings in Dune Wars do you find can no longer be built?

Its very difficult to analyze this without a specific example.
 
I'll write every one on version 1.7.1

Wonders:
-Cave of Birds
-Chamber of visions
-Cogitor philosopher
-Fai water tribute
-filmbook archives
-Guild Research Facility
-Propaganda Corps
-Sandworker's union
-Spice Orgy (for building this one i had to almost completely stop my research)
-The collected teachings
-The doctrine of istislah
-The stone of prophecy
-Tuek's sietch
-Weather Control satellite
-Wet planet conservatory
 
Can only be built on some era or previous beginings

The "Can only be built" settings are pretty much random for the wonders, they were one thing I didn't review when redoing the wonders.

But these settings should not make wonders obsolete. Tzenchor, are you sure that the reason that you can't build wonders is because another civilization has beaten you to it?

Also, Tzenchor, if you post a savegame example then we can take a closer look at what you are talking about...
 
Wow, this looks fantastic! I'll definitely be giving it a try sometime soon :goodjob: I'll let you know how it goes
 
well I ended up giving it a try tonight. Very well done, the art is great, the whole design is great. I don't know anything about Dune Wars, it was still good fun. All the little specialty things are great, the spice stuff going on, all the new intriguing resources and other content.

There was a small graphical glitch where my cultural borders and spice, and a mesa i believe were all intersecting, it went away though when my borders expanded. The units seem a bit cheap to build, and maybe not enough buildings early on in the game, but I like it a lot. I didn't finish my game but I'll load it up and play sometime later and give you more feedback.

Also I noticed a couple little random weird things.
- when i built my first worker, I got the first worker popup, but if I chose the "thats great" option or whatever, it just continuously pops up forever. I had to click second option (examine or whatever) to make it go away.

- your corporation button and espionage icons are both blank. This in itself isn't that weird, but the fact that espionage is the only adjustable commerce at the beginning, its kind of weird to have the espionage icon blank. I also looked through the civlopedia and saw that there we're no corporations. If you want to make your corporation icon just go away its really easy as per deanej's instructions to me quite awhile back;
The corporation button can be removed by going into CvMainInterface and deleting all references to CorporationAdvisorButton. After that you may want to change
Code:
iBtnX = xResolution - 277

to
Code:
iBtnX = xResolution - 267

its really easy. You use BUG so those xResolution numbers will not be the same, the point being just lower it by 10.

you'll still be able to go to the screen with the hotkeys but thats it.

Shiggs
 
Hi Shiggs, thanks for trying out the mod and giving us some feedback.

I don't know anything about Dune Wars
Its mostly based on the book "Dune" by frank Herbert, I highly suggest you try reading it, some of the best scifi ever written.

There was a small graphical glitch where my cultural borders and spice, and a mesa i believe were all intersecting,

Yeah, spice goes on top of borders atm, slightly unforunate.

- when i built my first worker, I got the first worker popup, but if I chose the "thats great" option or whatever, it just continuously pops up forever. I had to click second option (examine or whatever) to make it go away.

If you turn off help notifications in game options then you shouldn't get any of these.

your corporation button and espionage icons are both blank.
We're keeping corps on hold atm; we used to have corps and only removed them in the latest patch, but we might have to go back, because the AI isn't properly building spice harvesters anymore (which used to use a corporation mechanic, and now just use the palace).

I dont' remember anything odd with the espionage button, I'll take a look next time.
 
it wasn't that it was odd. I know you have it blank intentionally. Its just the fact that its blank and espionage is the only adjustable commerce type (other than science as is standard) from the beginning of the game.

sorry to mostly point out things i noticed that could be fixed... its very minor obviously. I really enjoy your mod, and will be playing it more in the future. :)
 
In the current version, the espionage button and the corporation button are both blank. This is due to a mistake in one of the theme files. Keldath has posted a local fix here. I will incorporate it into the next patch, 1.7.2.
 
Hi, I started a game of this mod and I really like how the planet looks, units, factions ect. I did an advanced start on a regular map, total war, prince level, and set-up 5 cities. So far though the AI seems to only have 1 city built each civ and few troops so im wondering are they really struggling getting going or maybe they just didnt set-up correctly to start out.
 
The AI has never been any good at advanced start. I've never tested Dune Wars with advanced start, I don't think it would work very well.
 
Actually in a couple mods I play the AI does great with advanced start and sets up a nice early civ, guess it varies with each mod.
 
The AI has never been any good at advanced start. I've never tested Dune Wars with advanced start, I don't think it would work very well.

I think there are a lot of advanced start settings and costs in the XML. They are probably all over the place in Dune Wars due the "organic" way the mod has evolved.
 
I think there are a lot of advanced start settings and costs in the XML. They are probably all over the place in Dune Wars due the "organic" way the mod has evolved.

Ok , Im going to say that the AI is doing much better after a slow start and Im in a fun game, Play standard map, TOTAL WAR, prince diff, lots of incursions and you can raid civs all game, using pts and conquest and holy war victory only. 6 AIS, 6K advanced start, epic speed, its fun settings and you get to build out a bit to get going. I like the balance of units that accomplish different tasks and troops having to be moved makes perfect sense in the context of this desert world. I will probaly try same settings 10-12 ais next game, for those of you that havnt tried total war it works great in this mod and will make you work every turn.

One other comment to add , I like for cities to be tough to take with heavy defenses which is often lacking in civ in general and I wonder if the house shield generator should be a add-on that every city can build rather than a national wonder, I think that it could be realistic to expect any established city to have that type of defensive ability considering how advanced they are, and this would limit to some degree just bombarding your way into cities with no troop loses.

Very very nice work and much appreciated guys:goodjob:
 
dreadknought said:
One other comment to add , I like for cities to be tough to take with heavy defenses which is often lacking in civ in general and I wonder if the house shield generator should be a add-on that every city can build rather than a national wonder, I think that it could be realistic to expect any established city to have that type of defensive ability considering how advanced they are, and this would limit to some degree just bombarding your way into cities with no troop loses.

Glad you're having fun! I'll have to try out Total War sometime...

There is a defensive structure in the later game called Force Shield which is identical to the House Shield Generator. We have a vague post-apocalyptic backstory to make sense of why these factions are all on Arrakis with limited supplies and technology. Something known only as the Great Catastrophe has occured leaving the few survivors with the odd piece of salvaged equipment. You can think of the House Shield Generator as being salvaged pre-Catastrophe technology whereas Force Shields can only be built when your faction has re-attained the technological capability to construct such a thing.

Firefly Bombers are still an incredibly powerful unit in this mod, and we may need to do more to balance against them.

If you have any other questions or suggestions then post away. Here or on the subforum.
 
I've tended to fine that fireflys are good if you beeline them, but stop being as good once the AI starts getting missile troopers up, they can get shot down pretty easily.

I haven't tested very much since we changed the intercept chances.

We could reduce their strength by 1 pretty harmlessly I guess.
 
I love this mod! It is extremely well done and I have enjoyed playing it immensely. Unfortunately, I have had an error that does not seem to be surmountable. At a certain point in the game I experience a crash (not surprising, it happens often), however the crash seems to be initiated by some kind of infinite loop and the game cannot continue. Crashes continue on reload, derailing initiation and cannot be overcome except by starting a new game. At a point in the new game, the same thing happens, ad infinitum. There does not seem to be any one thing that is causing this, such as construction of a particular building or unit or discovery of a certain tech. I am running Vista on 64 bit laptop with 4 gb RAM and a 256 nvidea card. Does this sound familiar? I hope there is way to patch this, because I would love to finish a game.
Thanks,
 
I love this mod! It is extremely well done and I have enjoyed playing it immensely. Unfortunately, I have had an error that does not seem to be surmountable. At a certain point in the game I experience a crash (not surprising, it happens often), however the crash seems to be initiated by some kind of infinite loop and the game cannot continue. Crashes continue on reload, derailing initiation and cannot be overcome except by starting a new game. At a point in the new game, the same thing happens, ad infinitum. There does not seem to be any one thing that is causing this, such as construction of a particular building or unit or discovery of a certain tech. I am running Vista on 64 bit laptop with 4 gb RAM and a 256 nvidea card. Does this sound familiar? I hope there is way to patch this, because I would love to finish a game.
Thanks,

It sounds like you need a better graphics card and more ram, you could try to play a small map with 4-6 civs and that might be ok but anything larger is going to stall in time. 256 nvidea card is a lower end card to play these large mods on.
 
@wolfieberserker: Thanks for the feedback. I'm not 100%, but I suspect this may relate to the following bug that davidlallen has apparently fixed on his local copy of the mod. I'm hoping he will release the files soon.

We believe that this is due to some bug in the "multiple production" modcomp which was added. I have locally removed that, and several other save games which were reporting a hang are now working OK. There is one other point I want to address regarding AI interest in building spice harvesters, but I have had some trouble fixing that. My plan was to release 1.7.2 with both of these fixes. But perhaps I should stop trying to figure out the harvester problem and release 1.7.2 with only the hang fix.
 
I love this mod! It is extremely well done and I have enjoyed playing it immensely. Unfortunately, I have had an error that does not seem to be surmountable. At a certain point in the game I experience a crash (not surprising, it happens often), however the crash seems to be initiated by some kind of infinite loop and the game cannot continue. Crashes continue on reload, derailing initiation and cannot be overcome except by starting a new game. At a point in the new game, the same thing happens, ad infinitum. There does not seem to be any one thing that is causing this, such as construction of a particular building or unit or discovery of a certain tech. I am running Vista on 64 bit laptop with 4 gb RAM and a 256 nvidea card. Does this sound familiar? I hope there is way to patch this, because I would love to finish a game.
Thanks,

Have you tried if another game crashes? I feel part of your problem is a damaged memory module. I played the mod in a mammoth map with 4 GB of ram and hadn't suffered any crash i could remember.

And what dreadknought says about your graphics card, it shouldn't be the problem
 
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