incremental patch discussion

Patch 1.3.8 is up. Posted in the feedback thread so that the feedback goes there.
 
have you changed any unit tech position?
also - unit classes?

edit:
wow guys..not sure why, but there is a big mess in the units.

I just renamed stuff - no tech positions should have changed. I did remove the Imported Goods tech because it was just to similar to the Off World Trade tech conceptually.

Bear in mind that my cosmetic unit renamings come after david's XML tag renaming.

Can you be more specific about what the mess is?
 
i think something in the renaming process did not go well,

there were missing unit classses, and more like this.
also - wrong names for the classes them selfs,

ive just finished going through all ot the class files,
its fixed now.

wait for patch 1.3.9 in a day or 2.


**********************************************************
EDIT:
i will release patch 1.3.9 on friday,

i have plenty to do , so far did many things - mostly on the unit side.

plz be patient guys, im putting all of my free time on this, cause i wanna make a heavy patch that will make substentiol balance to units so later after patch 1.3.10, perhaps we will gets version 1.4.

:)
 
PATCH 1.3.9 RELEASED !

hey guys, heres is the new patch 1.3.9b.

it goes on top of v 1.3 - its a stand alone and includes all previous patches ( i removed the arrakis map - since it created problems as reported by deliverator, also - included the sdk code).

link: http://www.mediafire.com/file/5y3z4xtdyaj/dune-wars-patch-1-3-9b.exe

these are the changes:

-fixed many dissorders in the building and unit files.

buildings:
-l anding stage building class to allow it as a unique resource to each faction.
- 2 ub to ecaz
- training facility to tech shai hulud cycle
gives exp to shock combat unit - 6 per world 2 per civ.
- air bay - gives xp to thopters and hornets
- removed free tech from suk school
- some buildings that where blocked due to tag errors - now available - like war codex (used to be organization codex)
- imperial war institute - allows free promotion to all units - 60 percent off upgrades of units. - 3 per world - 1 per civ.

techs:
- renamed organizations to economy of war - how about economy of jihad?
-added fictive tech - for implementing some of the unique stuff - unsearchable.
- renamed hover tech to suspensor devices

units:
- renamed carryalls
- arranged upgrade unit tree
- 3 units to ecaz
- fixed 3 uus to all units
- heighliner now uu for spacing guild - can be long range transporter with low defense.

corporation:
- ixian corporation: the only corp that can spread to other cities for getting more money - cause all of their units costs money now.


bonus + faction diversity:

- sapho - left as the only imported bonus that every civ can get.

-unique bonus system:


*bene gesserit:
can import missionera pro' - allows world wonder - 5 per civ - gives special promossion now.

*tleilax:
slig farm - gives some good economy bonuses - 4 per world - 1 per civ

*both fremen produce stillsuits - each civ can trade only one with another civ. also:
naib chosen now uu for chouhada and fedaykin uu for sihaya - the rest are shared uus - now they each have uniqueness. tradeing civs will gain access to srill suit fighter - less powered unit of fedaykin. BOTH FEDAYKIN AND NAIB ARE Same UNIT TYPE - and they are invisible!

*ecaz - imports semuta - i thought of making them the sole sapho importers - but i decided to leave it for all civs as a world wonder.so emuta allows building that gives special promotion .if semuta traded 4 civs can build this world wonder.

*fenring - imports kinjal - allows uu of ginaz swordmaster - will allow other civs thats trade with them - unit - ginaz warriors - less powered unit then ginaz swordmaster.

*harkkonen - they are the only civ that isnt importing something - but they get a 4th powefull unit - volcan trooper (4th uu)

*ix - imports thinking machines - get a ixian waepon platform uu - other units - gets ixian drone - less powered unit .edit: thinking machines allows acces to other cvs - to 3 more unit types - cymek and war machine. all of ix uus need thinking machins.

*atreidis - imports caladan wine - allows world building - 3 per game 1 per civ - boost up 1 population for all cities + some growth bonus

*ordos - gets sabatur - from imported opafire - other civs will get silent infiltrator - less powered unit of sabatur - if they tarde opafire with ordos.

*spacing guild - does not import stuff - but other uniqueness - all of their uus - wil only cost money, they will have 4-5 uus, and their corporation will be allowed to spread to other cities - so they can earn more moeny.

*corinno - imports sardukar coopr' - allows elite sardukar - other units - gets less powered unit - for now named sardukar



sorry for the spelling errors.



here is what i ask for next patches:

- i wanted to change the texts of the concepts - i think david did a great job, but - the info on the civs needs to be more general, since we are changing it all the time.

- in the same text concepts issue - again i didnt know how to add a concept - but if one of you can add - units concept - and explain something like this: there are many unit classes on dune wars - they all serve a [purpose - each civ has some uus. also - you can gain access to unique units if you trade with a civ their imported unique resource, some can share a building instead a uu.
this allows a diversity and encourages trade between civs of imported goods.

- in my next patch i will concentrate on buildings and their bonuses along with optimizing economy and money levels.



note for patch makers:

i really ask you guys, plz write what ever change you are doing to the units = adding, changing, replacing, or what ever comes to your mind, i think now the unit tree is somewhat prety ok, i put a lot of time fixing all of the errors that were there,
when you change a unit class, power, uu, art,
plz plz make sure to note this on the threads - its very important in order to avoid illogical and inbalanced units and uus.

thank you guys, for working on this , i hope you enjoy this patch.

plz feedback this and the stuff i made for each civ, some names are ment to be refined and perhaps some abilities too.
 
Sounds good, looking forward to trying it.

- ixian corporation: the only corp that can spread to other cities for getting more money - cause all of their units costs money now.

I thought guild units were going to cost money, not Ix?

BOTH FEDAYKIN AND NAIB ARE Same UNIT TYPE - and they are invisible!

Are there some units or promotions that can spot hidden units?
I was having big problems before with unkillable invisible hidden nationality Ordos saboteurs running around my empire killing my workers and there was nothing I could do to stop them.

Also, fedaykin should just be really nasty melee units, not stealth units.
 
Ahriman,
crap... i hope i changed the spacing guild corp and not the ixian......silly me.

humm..well it was a last thing change ive made to the fremen, your right - we need to add some unit class that can see invisibles....

well one of the guys will do it i hope for patch 1.3.10 - or i will upload a fix for these in a day.

a nasty unit - what do you have in mind?
 
Fedaykin should just be high strength melee infantry. Kindof like Praetorians are in vanilla for Rome.
But with a midgame version and a late-game version.

Sapho needs to give + 1 happiness; not just be a strategic good for mentat assassin units.

The Ixian landing stage building (haven't tested the others) doesn't actually seem to be buildable in-game. It doesn't show up in the build queue choices, despite me having researched off-world trade.
Maybe because it replaces a base landing stage building which has a tech requirement that can never be met?

There don't seem to be any sandworms or storms. Where they turned off for some reason?
 
Invisibility for units should be like that of submarines. Invisible till your on the tile next to it. and thopters should be able to spot them. Otherwise youll get the same problem as in FH with assassins runing amok in your empire and no units that can stop them.
 
i really ask you guys, plz write what ever change you are doing to the units = adding, changing, replacing, or what ever comes to your mind, i think now the unit tree is somewhat prety ok, i put a lot of time fixing all of the errors that were there,
when you change a unit class, power, uu, art,
plz plz make sure to note this on the threads - its very important in order to avoid illogical and inbalanced units and uus.

Keldath, it is not worth falling out over this point, but neither myself nor David believe that you are right to believe that our changes caused the inconsistencies you complain about. We believe these inconsistencies were already existent. Perhaps they simply became more visible and came onto your radar. The view that David's XML tidy up or my cosmetic renamings somehow scrambled the units is incorrect. I know you'll disagree, so we'll just have to agree to disagree on this.

It is not realistic/efficient to list out every single XML change that is made during a period of rapid development. Important stuff, of course should be clearly explained.

All of us are trying to make the units, buildings and the mod in general more logical not less. All of us want to make the best mod in town. So we are all moving in the same direction. Let's just put this behind us and move on.
 
how did you install the patch ahriram?

I unzipped the file, then past-merged the new Dune Wars folder into my mods directory, and replaced all the duplicate files.

It definitely installed the patch; new units are there, etc.
 
hey guys,
deliverator,
no sweat buddy, i might have overreacted there and im sorry for that.

the important thing, that we do a great job together :)

no worries.

the change list - yeah - normally im not writing every change, i dunno i jst felt like writing this time...:)

Ahriman,
thanks buddy, ill check this and find the bug.
 
Just a suggestion, because Johny has mentioned it in my thread:
Somebody here (David or koma, because they are the coders) should try so set up an SVN system, so your work could go on easier.

We have discussed this before, and I am afraid that only experienced coders would be able to use it. As long as we use this thread to make sure no two people are working on patches at the same time, I think we may be ok.

Speaking of which, I will claim the 1.3.10 release, probably for Saturday morning my time.

* It will contain double movement for fremen, and numerous tweaks to the terraforming victory.

* It will contain "something" for making sure that unique bonuses for civs not in the game will be available. I have to look at the details of what keldath has added, and adapt my picklist code for it.

* It may contain two new Chouhada Fremen units, an inexperienced unit generated by cities and a holy man who can inspire attacking troops.

* It may contain rainstorms, generated by terraformed terrain.

I recommend keldath should plan for a 1.4 release instead of any 1.3.11. We need to condense the art files and get rid of all the unused ones. Plus, a 1.4 announcement on the main threads will ensure new people stop by to try things out.
 
PATCH 1.3.9 RELEASED !

I am not able to download this using either IE 7 or Firefox 3. Both browsers give a popup which says there was a javascript error. It recommends trying a different browser or contacting support. I have used IE 7 successfully to download the other patches. I am sure this is a mediafire problem, not a problem on my local browser.

Is anybody else able to download this? If so, can you put it up on some other site?

EDIT: never mind. It appears to have been a transient error at the site. I am now able to download from the link provided.
 
I'm getting a CTD between turns. Save attached.

If you turn on python exceptions, you will find you can get a lot more information about the crash. When I load your savegame with exceptions on, clicking to the next turn immediately gives a popup which says TECH_HORSEBACK_RIDING is undefined in module BarbarianCiv.py before it crashes. Looking in My Games/Beyond The Sword/Logs/PythonErr.log shows that about a dozen symbols are undefined. This is a bug caused by all the renaming in 1.3.8.

The workaround is to turn off the revolutions options including Revolution, BarbarianCiv, TechDiffusion, Dynamic Civ Names and Start as Minor Civs. It is not clear, without more study, which of these options may be safe and which may not be. Turning off all of them will certainly avoid the crash.

The problem is that the revolutions module references a number of symbols such as TECH_HORSEBACK_RIDING; see file assets/python/revolution/revdefs.py. Since we have done a major renaming, none of these symbols exist anymore. I did not detect this problem since I normally turn off all of these options.

To actually solve the problem, I can think of three possibilities:

1. For each option defined in revdefs.py, find a new equivalent tech/building/unit and change the definitions.

2. Trace the revolutions code and find some clever way to remove the hardcoding of these names.

3. Remove the revolutions code.

Choice 1 is the simplest. But the workaround, don't use any of these options, is even simpler.

There don't seem to be any sandworms or storms. Where they turned off for some reason?

I am seeing worms and storms in my 1.3.9 games. Please turn on python exceptions and check your logfile; if there are errors, please post the text.

I have noticed one problem when the Bene Gesserit civ is in the game; there is a python exception referring to undefined unit UNIT_REVEREND_MOTHER in function WeirdExperience in DuneWars.py. This is because keldath has renamed the unit to UNIT_REVMOTHER without updating the python. However, this "should not" cause storms and worms to disappear.

Also, there is a problem with UNITCLASS_HEAVY_ROLLER; I have not investigated all the way, but there is no unit UNIT_HEAVY_ROLLER which is mentioned in the unitclassinfo file. This may cause a crash if the AI tries to upgrade a unit to heavy roller. Civcheck has pointed out this problem.
 
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