I know, I know, this needed a ridiculous long time to finish but here it is:
The 'Early Units' patch (1.32)
Patch 1.31a is required.
This patch is only a suggestion. It's not intended as a monolithic change, I don't mind if we add, remove or change units.
My main goals were:
- more unit diversity in early unit tree
- stopping the hover spam
- balancing the early tech tree
I am lazy right now, haven't make any presentable overview for new unit setup yet
but you can look inside Civ4UnitInfos for changes. I still plan to make a nice excel chart giving a better overview of changes.
TODO:
- unit names (only placeholders)
- unit art (only placeholders)
- updating the civilopedia to make sure all unit changes are listed
- unique units (i disabled early uu because they didn't fit very well in the new unit tree)
- more unit tweaking, it's an never ending task...
I replaced the scout with a thopter unit. It doesn't have any offensive power but you can use it for exploring. In addition it has 2 cargo spaces mainly intended for loading a settler. This allowed me to forbid settlers and soldiers to enter the desert (as we had in earlier versions of dune wars). I would have prefered giving the scout thopter only 1 cargo space, but then the ai won't use it for settling (ai will only send settler if accompanied by a infantry unit). I also lowered minimum foundvalue to 350 to encourage expansion.
About hover spam:
Well, that wasn't easy. As far as I understand there isn't one reason for that. The main problem left (after excluding sandworms/storms from danger count) was that hover units were the only domain_sea units we had. To me it looks like the ai always tries to gather a certain amount of offensive sea units (especially on a archipelago maps). This together with the regular loss of hovers against sandworms make the ai constantly building them.
What I did is introducing a wider range of early sea units (thopters are now domain_sea too). We have now six domain sea units in early unit tree. In addition I limited hover escort unit's ai to unitai_escort_sea. This should make sure ai leaves hovers inside cities until needed for assault. Last but not least hover escort needs now crystal and soostone to be build.
Tech tree balancing:
I didn't liked there were techs that give 4-5 advantages, other techs only one. I tried to balance that. I'm not sure I got the requirements for techs always right, this needs some more work.
Link: http://www.mediafire.com/download.php?xmmdmnznfcz
I am little tired of doing xml changes, I want to redo the city screen next, giving it a more dunish flavour.
The 'Early Units' patch (1.32)
Patch 1.31a is required.
This patch is only a suggestion. It's not intended as a monolithic change, I don't mind if we add, remove or change units.

My main goals were:
- more unit diversity in early unit tree
- stopping the hover spam
- balancing the early tech tree
I am lazy right now, haven't make any presentable overview for new unit setup yet

TODO:
- unit names (only placeholders)
- unit art (only placeholders)
- updating the civilopedia to make sure all unit changes are listed
- unique units (i disabled early uu because they didn't fit very well in the new unit tree)
- more unit tweaking, it's an never ending task...
I replaced the scout with a thopter unit. It doesn't have any offensive power but you can use it for exploring. In addition it has 2 cargo spaces mainly intended for loading a settler. This allowed me to forbid settlers and soldiers to enter the desert (as we had in earlier versions of dune wars). I would have prefered giving the scout thopter only 1 cargo space, but then the ai won't use it for settling (ai will only send settler if accompanied by a infantry unit). I also lowered minimum foundvalue to 350 to encourage expansion.
About hover spam:
Well, that wasn't easy. As far as I understand there isn't one reason for that. The main problem left (after excluding sandworms/storms from danger count) was that hover units were the only domain_sea units we had. To me it looks like the ai always tries to gather a certain amount of offensive sea units (especially on a archipelago maps). This together with the regular loss of hovers against sandworms make the ai constantly building them.
What I did is introducing a wider range of early sea units (thopters are now domain_sea too). We have now six domain sea units in early unit tree. In addition I limited hover escort unit's ai to unitai_escort_sea. This should make sure ai leaves hovers inside cities until needed for assault. Last but not least hover escort needs now crystal and soostone to be build.
Tech tree balancing:
I didn't liked there were techs that give 4-5 advantages, other techs only one. I tried to balance that. I'm not sure I got the requirements for techs always right, this needs some more work.
Spoiler :

Link: http://www.mediafire.com/download.php?xmmdmnznfcz
I am little tired of doing xml changes, I want to redo the city screen next, giving it a more dunish flavour.
