incremental patch discussion

:) We are discussing the same thing in two threads. Let's discuss in the Arrakis.py one.
 
Thanks keldath. We need to put an post for 1.5 in the announcements thread. We just missed the September update unfortunately.
 
Oops. I posted in this thread, which I thought was the main one. Copied into the thread you listed.

Which art files have you not uploaded yet? It may be worthwhile to keep "Dune Wars <something>" in the download sidebar, which probably means posting some art or patch every week. Even if it isn't new to the game, as long as it is new to the download database, it "counts".
 
I'm planning to upload the Refinery and other building conversions once they have foundations and a bit more polishing.
 
Does anybody mind if I release the spice harvester into the download database? Design by deliverator, texturing by Lord Tirian. When people release a set of Civ 3 unit graphics, each one shows as a download, and DW has been pushed off the current download sidebar.
 
I've attached 3 XML files (SpecialistInfos, CivilizationInfos, LeaderheadInfos) for the following changes for inclusion in 1.5.1

+ Specialist and Great People renames as discussed in the Modpacks thread

+ Renamed Leaders:
Paul Muad'Dib -> Paul Atreides (seems more appropriate since he is no longer a Fremen leader)
Malky -> Erlin Malky
Duke Prad Vidal -> Archduke Armand Ecaz

+ Swappeds the Baron's and Feyd's traits around as suggested by Ahriman

+ Rejigged city names a bit to get rid of the ones named after the Homeworlds - since this is particularly weird now we have the Homeworld screen mechanism. Also, got rid of a few of the sillier ones.
 
I've attached 3 XML files (SpecialistInfos, CivilizationInfos, LeaderheadInfos) for the following changes for inclusion in 1.5.1

Thanks! In your leaderhead files, you have added sound definitions for all the leaders, but you did not include the sound definition file (or the mp3's, if they were needed).
 
Ah, ignore those entries and keep the current ones. They are the entries for the Music Pack.

I'm just testing my animation for the spice harvester - hopefully that can go in 1.5.1 too.
 
I have a bunch of stuff for a 1.5.1 experimental patch. This stuff will probably not all work together properly, but with now four people actively developing, we are going to have a sync nightmare somewhere.

I have the following:

Deliverator changes:
* Terrain patch 2 (patch 3 coming)
+ Complete change of base terrain gameplay
+ Bonus distribution needs to be revisited
* New unit buttons
* Rename specialists
* Updated leaderhead artwork for Scytale and Mohiam

Cephalo changes:
* New pangaea-based mapscript
+ "Feel" of game probably totally different
+ Produces maps using deliverator terrain patch, but not the intended ones
* AI changes for all terrain assault

My changes, removed from 1.5 at the last minute:
* Re-fixed DA60, cross-domain attacks (eg, thopter vs ground unit) now display combat odds.
* Minor changes to all terrain vehicles: use up all movement points when *transport unload* button is used (AH94); prevent settler founding city when loaded.
* Fixed a bug where only one landing stage per civ was allowed (CvCity.cpp, function popOrder) (AH75)
* Computerized research center gives another +25% beakers with thinking machines (power); added new XML tag PowerCommerceModifiers to buildings.
* A building with area unhappiness was not displayed correctly in the help/pedia; changed CvGameTextMgr.cpp

New changes
* Change trade route bonus for intercontinental trade and peaceful trade from +100% ,+150% to 0, +100%. It was too easy to get hundreds of commerce per turn in foreign trade.
* Brand new promotions, as described in the promotions thread (AH43, AH71, AH116)
* Remove bonus trade route from Force Shield building
* Replaced graphic for wind turbine improvement with vanilla modern windmill
* Surface mine no longer buildable on flat, only on resources (AH87)
* Try to get AI to build cottages more often: add +1 hammer to cottage on fresh water; remove qanat improvement (AH91)
* Removed action button for thumper promotion, and thumper unit
* Fresh water sources (well and windtrap) used to cost 2 movement points to move into. Changed CvPlot.cpp so that a feature with movement 0 does not change the terrain movement cost. So a well on a hill costs 2, and a well on flat costs 1. (AH54)
* Deleted Little Maker, Sandtrout bonuses and related Desert Compound improvement

Shall I cut a 1.5.1? It may not work, or be balanced, but this is a fast paced mod!
 
Uploading terrain v3 now - so it is worth waiting 15 mins.

I presume you've picked up the unit art that was in with the unit icons and the new harvester too?
 
Well, I have mixed together all the new stuff and stirred. Let's see what happens. Please install this over 1.5 (this link). If you have other miscellaneous art, promotion, etc patches, that should not matter; this will write over all of them.

This is highly experimental and may not even work. Deliverator has given an entirely new terrain design (gameplay as well as graphics); Cephalo has given an entirely new mapscript and all terrain transport AI; I have done some small economic balancing changes and some sdk bug fixes. We hope it all works together, but we have not really tried it. The key point is that our next few days of development can all go off this common base instead of each person's different local area.

Please feel free to download from this link, but you have been warned.

When using this patch, please *no longer* use the mapscript called Archipelago. You now have two useful choices, Dunipelago and Arrakis. Dunipelago is a variant of Archipelago which uses the new terrain types; this is a standard map view which has a thin strip of polar terrain along the north and south edges. Arrakis is a "polar view", centered on the north pole, which has a small circle of polar terrain in the middle. The archipelago script will unfortunately still generate playable maps, but the terrain distribution will not be what we want.

Deliverator's changes
* Terrain patch 3, including new mapscript Dunipelago.py
* Complete change of base terrain gameplay (this link for details); bonus distribution needs to be revisited
* New unit buttons
* New art for several units: quad; harvester with animation
* New list of city names
* Updated leaderhead artwork for Scytale and Mohiam
* Rename specialists

Cephalo's changes
* New pangaea-based mapscript Arrakis.py (version 0.51)
* AI changes for all terrain assault

My changes, removed from 1.5 at the last minute
* Re-fixed DA60, cross-domain attacks (eg, thopter vs ground unit) now display combat odds.
* Minor changes to all terrain vehicles: use up all movement points when *transport unload* button is used (AH94); prevent settler founding city when loaded.
* Fixed a bug where only one landing stage per civ was allowed (CvCity.cpp, function popOrder) (AH75)
* Computerized research center gives another +25% beakers with thinking machines (power); added new XML tag PowerCommerceModifiers to buildings.
* A building with area unhappiness was not displayed correctly in the help/pedia; changed CvGameTextMgr.cpp

My new changes
* Change trade route bonus for intercontinental trade and peaceful trade from +100% ,+150% to 0, +100%. It was too easy to get hundreds of commerce per turn in foreign trade.
* Brand new promotions, as described in the promotions thread (AH43, AH71, AH116)
* Remove bonus trade route from Force Shield building
* Replaced graphic for wind turbine improvement with vanilla modern windmill
* Surface mine no longer buildable on flat, only on resources (AH87)
* Try to get AI to build cottages more often: add +1 hammer to cottage on fresh water; remove qanat improvement (AH91)
* Removed action button for thumper promotion, and thumper unit
* Fresh water sources (well and windtrap) used to cost 2 movement points to move into. Changed CvPlot.cpp so that a feature with movement 0 does not change the terrain movement cost. So a well on a hill costs 2, and a well on flat costs 1. (AH54)
* Deleted Little Maker, Sandtrout bonuses and related Desert Compound improvement; deleted not-very-useful anchor grass improvement

I have updated the spreadsheet of unfixed issues / enhancements, attached.
 
Ok, installed this, will add some thoughts.
I have totally lost track of my comment numbers, so I am going to restart from one, but I will use AHR, to distinguish from the AH comments.

AHR1
Graben is appearing separate from sinks. I thought graben was supposed to show up only in sinks?

AHR2
There needs to be a bit more clustering of sinks. Lone sink tiles don't look very good, particularly when they're adjacent to a desert waste tile. Maybe sinks shouldn't appear next to coast at all?

AHR3
There can be large expanses of flat badlands, it would be nice if any really big badland could have a sink in it.

(see pics)
 

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The color palette looks good to me.

AHR4
Improvement access a bit strange; I would vote for mines and windtraps only on mesa, and for allowing cottage, turbine and solar farm (or a melting lens) on polar.

Ice extractors are currently buildable on rugged/sink and badlands/sink, as are dew collectors? (they do nothing). And you can build mines in sinks. These should be limited to mesa IMO.

Shallow wells and plantations are sometimes buildable in sinks (they do nothing).
 
I noticed from Ahrimans screenshots that the Archipelago map is placing inappropriate sinks. That is due to the normalizeRemovePeaks function that by default places a hill instead. You need to replace that function in the map script.
 
Ok, installed this, will add some thoughts.
I have totally lost track of my comment numbers, so I am going to restart from one, but I will use AHR, to distinguish from the AH comments.

The dunipelago map now operates *completely* differently from the arrakis one. When reporting these issues, please make clear which mapscript you are using.
 
Ahriman, are you using Dunipelago.py? I'm fairly sure that graben will not be placed on flatlands in that.
 
These comments (and I kept adding some edits to post 375) were from the Archipelago script, with low sea levels.

I can try again with medium sea levels if you like.
 
AHR5
Mesas seems to really be mesa/rugged.
They are giving a 55% defense bonus and very long improvement build times.
 
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