Dune Wars

Did you know there are no trade routes through sink or polar sink terrains?

Update about languages: Definitevely there's something wrong with the Spanish lines, i have wiped out every Finnish lines and then tried to change language, as expected i Finnish isn't in the list, but spanish is still not working
 
as a dune and civ fan let me just say this mod is fantastic.

this is really the first mod I have explored and the game play is balanced and thought out, plus it is a ton of fun to play.

great mod.

give it a download.
 
Download Patch 1.9.4 Beta1 Here

Installation Instructions
This patch includes patches 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here) or onto any already patched installation.

Description and Changes
I'm releasing this initially as a 1.9.4 Beta1 patch, mostly because I want to get some feedback on the espionage mission difficulty balance and check for any bugs before announcing it as a finalized 1.9.4. It's been stable in testing, so no worries there.

The full change log is in the spoiler below, if you're not interested in the technical details, the most important gameplay changes are in bold. The vast majority are just small fixes, rebalancing, or polish.

Spoiler :
Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city​
- Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...​
- New homeworld units have to wait a turn before making thier first move

Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- thopter's disabled from capturing cities/workers (dependant on feedback if this will be kept)
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it

Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early​
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod​
- Limited Promos now show how many you have left, not how many you can have
- Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city​
- reworking worm related promos
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)​
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered​
- counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught​
- Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt


For any bug reporting/feedback, please go to the DuneWars Patch 1.9.4 Thread in the Dune Wars forum
 
Download Patch 1.9.4 Here

Installation Instructions
This patch includes patches 1.9.1.2, 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here), no previous patches necessary, or onto any previously patched installation of 1.9.1.

There are a lot of small changes in this patch moving from 1.9.3. The main focus has been catching and fixing the many small text and xml bugs and omissions, making the text and interface clearer where possible, some necessary balance changes, fleshing out existing systems, and finishing some unfinished ones from earlier releases. There has also been a real push to flesh out and balance the unique espionage system started by Deliverator and Ahriman (amongst others?) and incorporate some of the new possibilities afforded by fractional experience in that area. Players should find that the spy game is a little deeper, promotions do what they are advertised to do, and there is no such thing as a 100% chance of success :nya:. There's still more work coming in this area in the next patch, but I'm proud of what's been accomplished so far.

A big thanks to everyone one who's contributed on the forums, even if only with comments and suggestions (even those I've disagreed with :p), and of course thanks to Deliverator for his contributions, good to have you back ;). And you too Ahriman :).

1.9.4 Beta1
Spoiler :

Misc Changes
- fixed slig contract help
- Oppression gives bonus to all mine upgrades
- Change Civics Popup checks for CivPrereq (Oppression)
- Carrier Loaded Wasp interception fix
- Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
- Zeal promotion tags working
- ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
- ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city​
- Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
- This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
- A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...​
- New homeworld units have to wait a turn before making thier first move

Unit Changes
- Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
- slaves turned to workers on capture
- slaves given weak hurry production ability
- later Suspensor units require holtzman generator tech to be built
- all thopters get flank attack verse maula mortars
- copied ExperiencePercent tag from promotions (Leadership) to units
- Ordos spies start off with 50% experience percent bonus using the above tag
- several balance tweaks to city raider and zeal promo lines
- Inquisitor unit is out until the next patch when I can sort through it

Building Changes
- Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
- filmbook archive gives 1 free scientist, 6 research
- Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
- Order of Mentats cost reduced (850 to 600)
- Guild Research Facility gives 2 research per spice
- Chamber of Visions gives 2 espionage per spice
- Academy(from great scientist) weakened to 35% science
- University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
- Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
- fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
- Spotter Control cost reduced (180 to 120)
- New early game culture building - 'political office'
- available without any technologies (not available to fremen)
- costs almost as much as a monument
- gives 1 culture
- designed as a weaker alternative to 'having' to research faith early​
- Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

Promotion Changes
- buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
- Ducal Guard gets additional 15% combat mod
- Order of Ag. gets additional 10% combat mod​
- Limited Promos now show how many you have left, not how many you can have
- Financial and Espionage Mentats buffed:
- Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
- Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
- Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city​
- reworking worm related promos
- gave sandrider promo 100% combat mod against worms
- thumper gives 900% (from 1000%)
- **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
- modest 40% combat mod against worms for desert 1 & 2 (might not keep this)​
- ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

Espionage changes
- stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
- stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
- Buildings with Spy Defense actually contribute to spy detection based on their bonus%
- before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
- now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
- uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered​
- counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
- security promos still only available to same civs as before
- counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
- spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
- spies recieve fractional xp based on difficulty of mission
- fixed game text to show dexterity bonus to mission cost
- internal changes to the way dexterity and stealth operate (to match their original intent better)
- Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
- Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught​
- Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
- Spy missions that create a building check to see if the building is already in the city
- Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
- All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
- Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt

From Deliverator
Spoiler :
+ Inquisitors reinstated and can be used to purge non-state religions from cities. (The unit AI is working fine whether the production AI python works I haven't tested, but everything is at least as good as it was in 1.9.)

+ Fixed the Sandstorm visibility issue - this was due to the fact that the Python to redraw the sandstorm effect got lost in the 1.9.1 Better BUG AI rebuild.

+ Changed the Sandstorm movement code so they move roughly in an inward anti-clockwise spiral.

+ Sandstorms are now more prevalent - the amount is now calculated based on the number of ocean tiles rather than all map tiles. If there are now too many then it is simply a question of increasing the 25 in this line from DuneWars.py, StormAddSubtract function.

+ Sandstorms now die after entering Polar Desert Waste.

Code:
iStormWant = (len(self.lOcean) / 25) - len(lStorms)
+ Thopter units now only have a 10% chance of surviving Sandstorms

+ Fixed missing combat sounds for the Suspensor Units and Ordos Chemical Trooper (finally).

1.9.4
Spoiler :
  • Spiritual Trait help text updated to include information on free great prophets when founding certain religions (thanks KHM for catching that)
  • Small fixes and balance to espionage mission difficulty/experience earned
  • Fixed Bene Gesseret 'Annex City' Crash
  • Collateral Damage for Grenade Troopers fixed
  • Fixed bug preventing city borders from popping Goody Huts
  • Desert Promo text/AI improvements - works on spice now
  • Thopters allowed to capture cities again (see GlobalDefines note below)
  • Several unbalanced unit costs fixed
  • Spice icons removed from general resource layer display (see GlobalDefines note below)
  • Special Spice layer in globe view
  • Siege units have special Drill Promo Line of their own (more potent, only three promos)
  • Standard Drill Promos moderately better than before
  • Civic Costs increased across the board by about 50% (experimental)
 
Download Dune Wars Patch 1.9.5 Here

Like all the previous patches, this can be installed onto a clean 1.9.1 install(download here), or any patched version after it.

While there are some minor balance fixes here, the main aspect of this new patch is the AI work that has resulted in a much more economically competent AI, so you can expect it to be more challenging to build a huge tech lead, especially at higher difficulties. At the same time, the combined effort with the AI code and handicap rebalancing should reduce unit spam issues while still keeping the AI rather dangerous. We've also solved the issues with AI transports dropping their cargo when invading which by itself makes them much more competent at war. I hope everyone enjoys the work we've accomplished here, and I look forward to hearing feedback from players, even those who normally don't post much :).

There's also a lot more going on between ongoing balancing to make this great mod even better, improvements to air combat that I hope everyone will enjoy, a general reworking of the Ixian Mech units that keeps much of what was fun about them before and makes them even better, and several refinements in religion spread and founding, just to name a few areas.

Patch Notes
  • Considerable AI overhaul:
    • AIs much less likely to tank economies early on
    • More competitive in the tech race
    • Worker AI improvements, especially concerning spice production
    • Transport danger/dropoff AI fix
    • Numerous other smaller fixes/tweaks
  • Handicaps also overhauled:
    • Less 'artificial' AI bonuses, more focus on a more natural difficulty curve throughout the game.
    • considerably less 'unit spam' at high difficulty levels and in the late game
      • (this doesn't mean to expect them to be pushovers though ;))
  • Siege Weapons further rebalanced (base combat limits and collateral damage reduced)
    • more likely to survive but do less maximum damage
  • Siege Promotions also tweaked to encourage more specialization
    • Drill encourages survivability at the cost of collateral damage
    • Barrage needed for heavier collateral damage, but sacrifices survivabilty
  • Overhaul of Air Combat
    • All air combat (air-air and air-ground) revamped to account for promotions/terrain/etc. in a way more in line with what a player would expect
    • This includes including anti-hornet promotions (AA Rockets) and defensive ground/fortification bonuses into the combat model
    • Air units receive fractional xp for successful bombing and airstrike missions based on interception risk
    • Air units intercepted by ground units can inflict small damage to the intercepting unit and both receive xp based around damage dealt to the other unit in the exchange
  • Religion fixes:
    • Bug preventing free missionaries from spawning sometimes when founding religions fixed
    • Imperial no longer removed from holy city if another religion is spread to it
    • Small refinements in religion wildfire spreading (on founding certain religions) and holy city placement
    • Tleilaxu automatically convert to their religion when it is founded and can't switch to no religion
  • Ordos TechByConquest Ability
    • Upon capturing an enemy city, they can steal tech points in any researchable tech(s) the other team has based on how much more advanced the other team is
  • Mech Overhaul:
    • Less restrictive upgrade path, more encouragement for using a diversity of mech types at the same time
    • Late game promotions that can boost the strength of all mechs with it by +2:strength:
    • Unit number limits for all mech classes
    • See This Post for more information
  • Misc. Fixes/Tweaks:
    • Various text fixes
    • AIs now value Sapho Juice(if they can build mentats) and ginaz training in trades
    • Political gives 2 free culture instead of 3
    • Golden Ages slightly longer
    • Ducal Guard and Order of Agamemnon require the unit to have fought 1 or 2 battles respectively to give them to a unit (no fresh recruits)
    • 'Fanaticism' Tech can be reached from 'Faith' or 'Defense Tactics'
    • Pilgrimage Sites moderately more expensive (170:hammers:->210:hammers:)
    • Fixed bug allowing Fremen to build all aircraft, now restricted to just Wasp Interceptor as intended
    • Siege Units display XP from winning battles correctly in the Combat Odds
 
I keep getting getting "cannot read file sound message" with certain units. Mostly suspensor units and grenadiers. This is with your latest verson. Otherwise fantastically bug-free.

DUNEWARSBUG.jpg
 
That's a very... odd bug. I'm going to reinstall a clean version from the uploaded files to see if I get this. Those sound files shouldn't be missing and I can't imagine anything that would have caused them to go missing other than an error when compressing/uploading the file.

edit: I'd thought those sound files were in the last several beta patch releases, but apparently they slipped through and nobody reported the still missing sounds. I'm updating the 1.9.5 patch with them added in, so if you re-download and install it, it should be fixed. Thanks for the bug report and hope you enjoy the mod :)
 
I'd thought those sound files were in the last several beta patch releases, but apparently they slipped through and nobody reported the still missing sounds. I'm updating the 1.9.5 patch with them added in, so if you re-download and install it, it should be fixed. Thanks for the bug report and hope you enjoy the mod :)

Thank you allot for that. But still missing "Sounds/Units/GrGenMedBigCheer" sound file. Another thing, why would Norton Antivirus(360 Premier Edition) seem to think Dune wars files are a threat(, and deletes the file after download). I can disable Norton and download it fine and scan comes clean. No other Civ4 mod installer has this sort of problem.
 
Thank you allot for that. But still missing "Sounds/Units/GrGenMedBigCheer" sound file.

Yea, They were supposed to have made their way into the patch folder and didn't, but the one you just mentioned isn't one of the files added recently (like the others were) and I don't have it anywhere on my system either. There is an audio script that references that file, but the audio script itself is not called or referenced anywhere it seems in the DLL, Xml, or Python (which should mean it's not actually being used anywhere). Looks like a sound file Firaxis thought about using and didn't and left the reference but deleted the file to me, but I really don't know. You actually got a game message saying it couldn't find this file? And what was supposed to be playing it? I've played a lot of test games and never seen any mention of it.

Another thing, why would Norton Antivirus(360 Premier Edition) seem to think Dune wars files are a threat(, and deletes the file after download). I can disable Norton and download it fine and scan comes clean. No other Civ4 mod installer has this sort of problem.

Ah, not a clue. The installer scripts are the same used by a lot of other mods and were pretty much passed down to me. I know people have mentioned this before, but I don't think any solution or even reason has come out of it. I use the free version of Avast myself which does everything I need and doesn't feel the need to remind me every two seconds when it doesn't have something it's way. I've never been happier with an anti-virus program. My suggestion is don't blame the installer, blame the silly software engineers at Norton :crazyeye:
 
Yea, They were supposed to have made their way into the patch folder and didn't, but the one you just mentioned isn't one of the files added recently (like the others were) and I don't have it anywhere on my system either. There is an audio script that references that file, but the audio script itself is not called or referenced anywhere it seems in the DLL, Xml, or Python (which should mean it's not actually being used anywhere). Looks like a sound file Firaxis thought about using and didn't and left the reference but deleted the file to me, but I really don't know. You actually got a game message saying it couldn't find this file? And what was supposed to be playing it? I've played a lot of test games and never seen any mention of it.

DUNEWARSBUG2.jpg

I get allot from units with Great Bersags attached.
 
Well, fortunately after a little internet search I found out that the GrGenMedBigCheer is a sound file from Colonization, which I happen to have got with Civ4 back when I bought it. It's probably something Deliverator added in but forgot the sound file, but I've updated the patch one more time with that file included as well.
 
>>>Download Patch 1.9.6<<<

This is only a patch and requires 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.

1.9.6 Patch Notes
  • Major tech value and worker AI improvements that should further increase AI performance
  • Great Houses (CHOAM tech) part of the tech tree reorganized (see here)
    • Should now be much more likely they will be founded by different Civs
  • Great Nobleman when founding Imperial for leaders with Political or Imperial Trait
  • Great Merchant when founding Choam for leaders with Political or Mercantilist Trait
  • Fixed issues with Spice Decay at slower game speeds
  • Added game speed scaling for religion spread
  • Added moderate scaling of numbers of worms and storms based on game speed
  • Implemented Spice Civic decisions based on leader, each leader has a defined probability to aim for spice industry or arrakis paradise each game
    • Included two game options, one that allows more unpredictability for all leaders, and one that makes the decision completely random for all leaders
    • Default option follows cannon personalities as close as possible, should lead to a similar makeup of pro-spice and pro-paradise civs as before this patch
    • Also forces vassals to keep spice civics demanded by their masters, they shouldn't flip back a few turns later as could happen before.
  • Modified how City Visibility/Investigate espionage costs are calculated so that it shouldn't become as unattainable in the very late game

While it's only one line, the first one in bold above represents the bulk of the work that's gone into this patch. The Worker AI had a lot of code carried over from vanilla that was highly counterproductive because of a number of the changes in DuneWars. It's been rewritten almost entirely and is now (I believe) perhaps the best worker AI for any vanilla or modded version of Civ4 period (of course I might be slightly biased :cool:). For the first time ever I'm actually automating some of my workers, and for me, that's saying a lot :lol:.

The tech values as calculated by the AI have also been overhauled so that many common mistakes made by the AI before have been avoided, especially in the early game when it can really hurt. It's still not as smart as an experienced human, but with the additional help of the difficulty handicaps, and the better job of developing both their territory and spice fields, it's the most economically competitive AI DuneWars has had to date and a big step up I think even from the earlier AI work.

The shifts in the tech tree I'm also confident was a great step, as it's now a much more strategic choice if you want to shoot for Feudalism or Choam, if either, in the early game. And it's not a particularly good idea to piddle around if you want to found one of them either, as the AI is much more willing to take a shot at getting there first, especially those leaders who tend towards a particular religion.
 
Hey all, been enjoying this Mod tons. :goodjob:
Also thanks for the music download, of the few things I enjoyed in Civ V, its the music.:band:
 
Patch 1.9.7 for Dune Wars is now available.

1.9.7 Patch Notes

+ Fixed viewing Promotions in the pedia

+ New Worker Automation options: Build Spice Harvesters and Upgrade Improvements (e.g. Shallow Well -> Deep Well)

+ Withdrawal from combat logic now looks for the best defended plot with the least enemy threat to it

+ Improvements can now be built on Polar Sink

+ Removed 'Pick Religion' option from the code entirely

+ Salt pan trade enabled.

+ Added scroll bar for Homeworld Screen City list - now you can transport units to latest additions to your empire.

+ No Ship can no longer move into tile with a unit that it is at war with - it may only attack. Also No Ship may no longer enter unguarded cities if you are at war with the owner. This is to prevent weird behaviour with units jumping to a new position.

+ Made some promotions available to the Carryall unit class (Many promotions allowed for other unit classes are not valid since Carryalls cannot attack).

+ Carryalls and Suspensor Transports can no longer pillage

+ Assault Cannon can no longer fortify for defensive bonuses

+ Industrial complex now has 10% production bonus on top of the +5 hammers and free techman.

+ Suspensor destroyers no longer receive defensive bonuses

+ Max Trade Routes raised from 8 to 50 (this is meant to be arbitrarily high, unfortunately due the way the code works setting it too high results in very very very long turn times. 50 should be enough.)

+ Can no longer build the House Shield Generator in a city that already has a Force Shield

+ Must have CHOAM as current State Religion to build Commodities Exchange

+ Implemented zero upkeep for Mahdi Zealot and Mujahid - no longer contribute anything to Unit Cost or Unit Supply

+ Created a few new buttons for buildings so everything should now have a unique icon even if 3D art is shared.

+ Every Non-State Religion present in a city now causes an additional -2 to happiness. The Bene Gesserit's Missionaria Protectiva building negates this. This should discourage religion spamming and make Inquisitors more useful. Note: if you have no State Religion then every religion present in a city will cause an additional -2 happiness.

+ Added religion flavors to Great People to allow more techs to be bulbed - Imperial and CHOAM to Great Nobleman, Thinking Machines to Great Scientist and the remainder to Great Prophet. Disabled the Great Person display in the Tech Screen as it was incorrect and it's not worth the effort to fix it. Probably further reviewing of tech flavours is needed to increase the number of bulbing options available.

Spoiler :
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See this thread for download.
 
It is always very pleasent to see that a great mod having been silent for a while was only sleeping instead of having died :) :goodjob:
 
Excellent to see this patch up! The unhappiness from multiple religions will really help balance issues-- and I think it works well with the flavor of the game, too.
 
I wish to say this one of the best mods I have ever played, perhaps the best. I would really recommend downloading the music pack as well - Brian Eno's awesome music from the film.

For strong players I would recommend playing at Monarch or higher - I won two games on Noble and one on Prince - on Prince I made a monster score of 35K for an Augustus Caesar and a similar score on Noble. My first game (Noble) was a loss to a diplo victory - I voted for the winner :/ My second game (Noble) was a time win where I did not go Arrakis Paradise - 7K for a Lech Walesa. My last two games were the two first mentioned - both terraform victory. I think I shall play my next on Emperor and see what happens. (btw I did abandon quite a few poor starts)

My comments/suggestions:

1. After installing patch 1.9.7 the music went back to regular Civ - fixed by reinstalling the music pack.
2. On the Dune Archipelago (DA) map (poles at top and bottom of map) the AI is very slow to settle at the poles, yet imo this is crucial to a quick terraform win since having 4 or 6 or more polar ice is critical to building lots of catchbasins + reservoirs of liet - also my polar settlements were rarely attacked.
3. On the DA map (which I should abandon or try at more difficult levels) it is very easy to make a terraform victory at about 300 moves and make a massive score for a quick win. Different on the central polar map since AI settles the pole very quickly.
4. Getting Spaceports in your productive cities is essential for dropping military where required.
5. Nitrate and Stravidium are essential late game and well worth making a settlement or two however far away they may be - easily defended with Spaceports.
6. Always cover your transports since they get eaten by Sandworms.
7. Possible bug noticed in 1.9.6, perhaps fixed - automated workers make outposts on exploited resources even if told to leave old improvements. Very annoying so do not use the auto-upgrade option. However auto-spice very useful and put as many workers as you need on it (will be more than usual if you go Arrakis Paradise).
8. Possible bug 1.9.7 - playing Bene Gesserit I was first to research CHOAM and Thinking Machines - but did not found the religions which were founded later by the AI. Is this a Civics thing? I could not see the reason.
9. You need absolutely loads of workers, about 3 or 4 times as many as regular Civ. I would go so far to say as you cannot have too many workers. Even with Sandworkers Union and Labor Contract, they still work quite slowly. You need workers throughout to upgrade terrain (surface mine to deep mine to core mine etc).
10. Perhaps the terraform victory is too easy?
11. Custom random map is fun and works well - however on some starts all nine civs start in the same area, sometimes on the same tile - is this intentional? Still playable, made my Noble Caesar 35K this way. On other starts the civs are spread around like a normal game.

Anyway, an absolutely awesome mod and many thanks for it :)
 
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