Dune Wars

Installing the mod won't overwrite any existing files. Civ 4 mods are installed within their own folder (Sid Meier's Civilization/Beyond the Sword/Mods) so they can be installed and removed without affecting the game files. The mod installer should take care of everything for you.

Once you have installed 1.6, you should also install the 1.6.3 patch which fixes some bugs and adds new features.
 
In an earlier post in this thread, we have been discussing about the overlap between Ahriman's design for Technocracy, and the current Ixian UB for automated factories and research centers.

In 1.6.3, the scope of the unhappiness has been reduced from continent to city. The problem with the current implementation is that Technocracy does very little; the related buildings can be built by anybody. My problem with Ahriman's proposal is that Ixians cannot use their UB unless they adopt technocracy; the related buildings require technocracy.

How about this.

Automated Factory, +25% hammers, requires technocracy

Automated Laboratory, +25% research, requires technocracy

Thinking Machine Factory, provides power, +2 unhappiness in city, requires Thinking Machine resource

Ixian UB: Thinking Machine Factory, provides power, no unhappiness, requires Thinking Machine resource

Computerized Factory, +25% hammers, requires power

Computerized Laboratory, +25% research, requires power
 
DV30 - Pedia wierdness when you have entities of the same name:

Clicking on the Theocracy civic link on the Theocracy tech page doesn't take you anywhere - I've clicked on other links expecting to see the Theocracy civic and I get taken to the Theocracy tech instead.

A similar thing happens with the CHOAM Corporation and the CHOAM Tech. Go to the pedia entry for the CHOAM headquarters Great Wonder - click the link that says incorporates CHOAM and it takes you to the CHOAM tech not the CHOAM corporation.

I presume this is due to overlaping tags. Since it is confusing to have different entities sharing a name anyway, perhaps the best solution is do some renames. Which brings me to...

DV31 - Conceptual oddities of the Tech Tree now that things have evolved a bit:

a) I get the Offworld Trade tech and can pay the Spacing Guild to ship units from my homeworld. Two tiers later there is a tech called Spacing Guild - not sure what this represents - it can't represent the founding of the Guild since I assume that the vague backstory apocalypse wouldn't apply to them - they exist from the start of the game it's just the factions have lost contact with them. Offworld Trade represents (for me) re-establishing contact with the Guild so the Spacing Guild tech becomes strange. The SG tech only enables a couple of wonders so we could drop it to free up some space in that congested part of the tree. Then make Spaceports require Refining Techniques and Landsraad/Offworld Trade maybe.

b) I research Great Houses and found the Landsraad religion. The Shrine establishes the CHOAM corporation. Two tiers later there is a tech called CHOAM. I vote for a simple rename here, perhaps Guild Banking since it is the same tier as Offworld Trade.

c) Suggest renaming the Kindjal Blades tech to Martial Artistry. This would seem more appropriate for something that follows on from Vendettas and enables Fedaykin and Noukkers.

d) Suggest renaming the Theocracy tech to Priesthood to differentiate it from the civic Theocracy.
 
Conceptual oddities of the Tech Tree now that things have evolved a bit:

Fair enough; when I designed this tech tree I was working from the existing one, so I tried to keep as much of the previous tree as possible; so anything that *sounded* Dune-ish tended to stay.

a) How about we rename the Spacing Guild tech to Frigate Transportation?
Spaceports are a *huge* bonus, easily worth a tech by themselves.
Alternatively, rename the tech to Spaceports, and rename the spaceport building to Frigate Transportation.
The tech is also a logical place for some Wonders (when we get around to redesigning Wonders)

b) This is an artifact of overlap between CHOAM and Landsraad, and how we morphed one into the other.
Guild Banking is ok with me.

c) I don't mind renaming Kindjal Blades, but I strongly dislike "Martial Artistry" as a name.
One possibility is to rename Personal Shields to Professional Soldiers or something, and rename Kindjal Blades to Personal Shields.
And then switch the Kindjal soldier/shield trooper.
The problem with this is having Ablative shields as a tech requirement for Professional Soldiers is pretty weird....

Another alternative: rename Kindjal Blades to Shock Troops, or Assault Doctrine.

d) I don't mind renaming theocracy tech, but I don't think its a priority. I don't like Priesthood as a name here. Priests come with Faith, or Mysticism.
 
I have made some changes for 1.6.4:

Spacing Guild => Frigate Transportation
CHOAM => Guild Banking
Kindjal Blades => Assault Doctrine
Theocracy => Religious Rule

The main motivation for changing Theocracy is so the links work correctly; I can't think of a better synonym.
 
The main motivation for changing Theocracy is so the links work correctly; I can't think of a better synonym.

Yes, it seems that having a civic and tech with exactly the same name breaks the pedia.

Priestly Rule maybe? I can't think of much better either.
 
I have made some changes for 1.6.4:

Spacing Guild => Frigate Transportation
CHOAM => Guild Banking
Kindjal Blades => Assault Doctrine
Theocracy => Religious Rule

The main motivation for changing Theocracy is so the links work correctly; I can't think of a better synonym.
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humm..what about my 1.6.3.2?

your all gonna abandon this?
 
From david's post it doesn't sound like 1.6.3.2 is stable. I will try it anyway and see if I get the same issue.
 
i tested it for over 500 turns a lot of times, on archipelago,

had 1-2 ctds, but reloads just passes it, the ctd are likely cuase i used a big map and did some stuff on my cpu.

Please try arrakis, large size. For me, it crashes every time, as I wrote on the incremental patches thread.
 
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