incremental patch discussion

I have the following tasks on my immediate task list:

+ Better/greener terraformed plains and grassland - I'll try to fix the 'oil slick' terrain issue while I'm at it.
+ New Dune Hills and Polar Ocean terrains and graphics for Arrakis.py
+ Tweak Rugged terrain texture a bit.
+ I have the excellent new city screen files from Koma. I'm going to do some final polishing of them, then they can be released.
+ Finalize Fedaykin unit.
+ Some polishing work on the new bonus graphics.

Aside from that, playtest and think about strategic resources <-> units.
 
hi,

i finished patch 1.3.5,
hoped i got it in time for david :)


**be sure to install patch 1.3.4***
link:
http://www.mediafire.com/download.php?mndjuyinlje

here are the changes :

-added some new code from revdcm 2.51
-changed buttons for builds
-removed terraform codes
-added 3uu to all civs acording to new unit set.
-fixed new terrain buttons -grass plains
-changed some names of builds improvements and techs
-worms have minus 200 towards thopters
-fixed assault hover art
-changed all thopters domain to sea alongwith their unitais
-moved missile trooper - will be against hornets and thopters.
-removed all ranged bombard from units that wasnt suppose to have it.
-removed preqeq of crystal from mhula mortar
-changed some aerial values for assault and light hornet
-art of kanly moved to desert warfare
-renamed techs:
off world trade - now dune topography
space ports - now off world trade
dune topography - now space ports
-added building to off world trade - trade port.
-fixed ix button for corp
-some civs starts with thopter/worker/soldier
-changed lasgun soldier city attack bonus
-added units - cutterpilar to way of the wicked
walker - POWER UNIT - cost 200 solaris - 1 per player 3 wolrd.

heres a todo list - that i wrote as i go, some are just suggestions:

-rename sahpoo corp - cause theres no more saphoo as a res'....
-HOW ABOUT RENAMING CLOUDS TO MOISTURE?
- beef up the techs with more special buildings
- some techs have just a civics...dont like this much..
- more work on the unit tree and combat values.
- add more power units like battlemech and walker.
-why is there so much resources on the map - mainly ground water - isnt windtrap obselete now?
-check economy and money levels
 
Great, I will reserve 1.3.6 for 30 hours from now. My to-do list is same as before, at this link. I will also fix the bugs reported on playing terraformed terrain, see what I can do about the sandworm attack AI, and try something to make spice less random.
 
-rename sahpoo corp - cause theres no more saphoo as a res'....

I'd like to implement the Imported Goods idea in 1.3.7. Part of this idea is to make Stillsuits a bonus resources, produced by a Fremen/Sietch Tabr building Stillsuit Maker. This will mean that Stillsuit Corp as well as Sapho Corp no longer make much sense. I'll review the corporation names and required bonuses when I do the Imported Goods.

-HOW ABOUT RENAMING CLOUDS TO MOISTURE?

I was originally going to call it Atmospheric Moisture, but then I thought that is was really wordy and the Clouds was simpler. I'm easy either way really.

why is there so much resources on the map - mainly ground water -

I've put an answer to this on the Bonus thread.

- add more power units like battlemech and walker.

I can see I've not persuaded you not to turn Dune Wars into Battetech... ;)

Surely "power units" in the Dune context should be heroes and leader units, Paul Muad'dib riding a worm that sort of thing. I think we should come up with an overall design for leader units and heroes - a process that I've tried to start in the Civilizations thread. Part of that has to be coming up with more and varied promotions for them to have I think. I listened to this modcast episode and what Xienwolf is doing in Fall Further sounds really interesting - listen from 27 mins 30 secs onwards . He's talking about promotions that are applied in certain circumstances (like we need for the worm riders) and lots of other cool sounding stuff. Even if we lack the SDK knowledge to implement everything we want right now, if we have a clear plan of what we'd like to do (and there's some technical challenges involved) then you're probably more likely to attract an SDK modder to the project. Either that or we ask Koma really nicely to do some more SDK work. :)
 
Deliverator,

hehe i dont want battletech,
power units i mean hero units - can be muadib, and just some art that is just a unit that has more then mormal power and only a few numbers of these availble ingame...
its just that i had only a mech to use as a graphic, my intention is to have many units like fedykin and some other stuff that youll create :)

david,
currect!
 
Either that or we ask Koma really nicely to do some more SDK work.

Well, my todo list is pretty short right now:

- another update for city screen
- doing that homeworld idea

But... from next tuesday onwards I will be offline for ~2 weeks. I won't have access to any computer capable of playing civ4.

When I am back we can talk about sdk work.
 
David, should I merge all changes from your HatedCivic upload?

The files I attached were taken from the darkciv mod. That mod has dozens of new features. If you search for "HatedCivic" in the files I attached, you should see the changed areas needed for HatedCivic. I am sure there are many other changes in those files unrelated to HatedCivic. So, if you see a change which does not have HatedCivic right there, I do not think you should merge it. Only the HatedCivic changes are requested.
 
There are no changes marked with 'hatedcivic'. Only 'a1021'. :confused:

Sorry for the confusion. Please search for the string HatedCivic. A small number of the a1021 changes contain this string, the rest do not. For example, CvGameTextMgr.cpp line 10733 is an example of a HatedCivic change.
 
Sorry for the confusion. Please search for the string HatedCivic. A small number of the a1021 changes contain this string, the rest do not. For example, CvGameTextMgr.cpp line 10733 is an example of a HatedCivic change.

I can try but I'm not sure this is a good idea...
Is there any way for a simple test to see if it's working?
 
I volunteer to perform the test. If you can get the changes to compile, and give me an sdk which has this change in addition to the other 1.3.5 changes, I will do the rest.
 
hmm, there is no sdk sources included in 1.3.5 patch

EDIT:
well, forget what I have written. 1.3.5 doesn't have a CvGameCore.dll. I will use 1.3 sdk.
 
Really? I did not look, but keldath's change list says he included several revdcm fixes. No big deal, I am sure we can re-merge later if needed.
 
Maybe there are only python or xml related changes. :dunno:

I'm compiling right now, will take ~20 min.
 
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