Incremental Patch 1.7.3.2
Install sequence: 1.7 -> 1.7.3 -> 1.7.3.2
(Can also be installed over 1.7.3.1)
A bumper load of changes....
Moisture and Terraforming
+ Fresh Water is rebranded as Moisture
+ There is a new tag in Civ4ImprovementInfos called iAddsFreshWaterInRadius. A value of -1 means the improvement adds no Moisture to tiles, a value of zero means the improvement adds Moisture only to its own tile, a value of 1 means that Moisture is added to the improvement tile and 8 surrounding tiles, a value of 2 means that Moisture is added to a BFC around the improvement tile. The diagram shows what happens for value 3.
+ Shallow Well and Wind Trap add Moisture to only their tile (radius = 0). Deep Well and Aquabore have the moisture radius set to 1.
+ A new Moisture Lens improvement is available, can only be built on the Polar Ice bonus, provides +3 water, +2 commerce, adds moisture in a 2 tile radius (BFC). Polar terrain will now terraform straight to grassland (Perhaps Polar Desert Waste should change to Desert Waste too? Although this is actually a terrain downgrade it would look more natural...)
+ Catchbasin now adds moisture in a 2 tile radius (BFC) and Reservoir of Liet in a 3 tile radius.
+ Because each tile now has an internal count of how many times moisture has been added to it, the removal of improvements and buildings should leave moisture in place if there is an overlapping source. (There may still be issues with the removal of individual buildings, the final remedy for this will be to add an iAddsFreshWaterInRadius to BuildingInfos and deal with the adding and removal of moisture in the SDK rather than Python, as has been done for Improvements).
+ Terraforming can occur on any tile that has moisture.
+ Civ4TerrainInfos has a new tag, bWormFriendly which is only set to 1 (=true) for Deep Desert and Desert Waste. This controls whether spice can appear on a terrain and whether worms can enter it. This is also used to switch Sandrider units to being wormless on non-worm-friendly tiles (i.e. Polar Desert Waste).
+ The test for whether spice or worms can appear in a tile is not longer based on whether the tile is adjacent to fresh water, but whether the plot contains Moisture. This is I feel much more transparent particularly to new players. If spice disappears then I can mouse over the tile and see that it is because the tile now has Moisture in it. For a tile to have spice and worms entering it must have worm friendly terrain and no moisture. (Sandrider units will still have the worm graphic on moistured Desert Waste or Deep Desert as it was thought it would look odd otherwise.)
+ A Forest terrain feature has been added, movement cost +2, defence +50% as vanilla forests, also adds +0.50 health to nearby cities (In other words, two forests gives +1 health.) Forest will only appear on Grassland at the Sink elevation.
+ I have stopped the Open Water feature from being placed by Terraforming mostly because the Oasis graphic really doesn't work in Sink terrain. It seems that Open Water would most likely appear in Sinks and, with Forests, we'd have two different possibilities for Grassland upgrade features. Should we keep the Open Water feature? Or lose it and just keep the new forests?
Offworld Trade Goods
+ Semuta (controlled by Ecaz) now works by giving a Semuta Supplier building, gives 3 Semuta bonuses and collects +1 gold per Semuta Den. Semuta Dens give +2 happy, -1 gold to the city they are built in and may be built by anyone who has access to the Semuta resource either directly or via trade.
+ Slig (now controlled by the Tleilaxu) now works by giving a Slig Breeders building, gives 3 Slig bonuses and collects +1 gold per Slig Charcutery. Slig Charcutery gives +1 happy, -1 gold to the city they are built in and may be built by anyone who has access to the Slig resource apart from the Tleilaxu themselves.
+ The four civs that currently have a unique resource via Landing Stage (Ecaz - Semuta, Tleilaxu - Slig, Corrino - Sardaukar, Ix - Ixian Weaponry) are forced to pick their unique resource from their second landing stage if they do not pick it with their first. So, if I am Corrino I can take Sapho Juice from my first landing stage, but I must then pick Sardaukar from my second.
+ Unique resources for Atreides and Ordos and further development of offworld trade goods pending.
Art Changes
+ New unit art for a number of units; Soldier, Infantry, Great Prophet, Shai Hulud Sayyadina and Mentat by myself; Ducal Guard, Ducal Trooper, Bene Gesserit Instructress, Harkonnen and Ordos Heavy Troopers, Kindjal Infantry by Deon. For more see the
Unit Art thread.
+ Reorganized Vehicle and Siege Weapon art so it made a bit more sense. This includes new models for the Roller, Missile Launcher, Heavy Scorpion and Devastator.
+ Lots of new building buttons and some new tech buttons.
Other Changes
+ includes Ahriman's various XML tweaks and fixes since 1.7.3.
+ reduced the Fremen vehicle capture chance to 20% from 50%.
+ Added some more post-processing to Arrakis mapscript. Wherever any 2x2 square of flat ground with no adjacent Mesa tile will now have a Mesa added randomly within that 2x2. This is to reduce the amount of useless areas on the map.
+ Spice Purifier now gives 1 Spice and requires Spice, no longer removes all building unhealth.
+ Polar Water Shipper moved to Water Economy tech.
+ Irulan is now Protective rather than Charismatic.
+ Spice no longer slows down Sandriders.
+ New Remove Outcrop worker task available at Chemical Explosives. Yields some hammers just like chopping forests in vanilla.
+ Razzia Raider upgrades to Naib's Chosen
+ Palmery no longer provides Date bonus. (This is Dune Wars, not Date Wars...

)
+ Renamed some units and buildings here and there for a bit more flavour.
+ I wasn't sure how to make the Marauder promotion unavailable so I've made it require Lead by Warlord.
+ Some XML tag renaming for ease of development
+ removed Ginaz Swordmaster unit.
+ Fixed RevDef.py reference to BUILDINGCLASS_WEATHER_SCANNER.
+ Removed all "Celebrity Happiness" functionality that was brought in with TLOTags in 1.7.3.1.
I'm bound to have missed something from the list, so let me know if you find anything weird or unexpected.
I have made an installer for 1.7.3.2.
Steps to install:
1.
Download 1.7.3.2 installer here.
2. Delete or rename your Dune Wars directory.
3. Run dune-wars-1-7.exe. (Say "OK" to do you wish to uninstall)
4. Run dune-wars-patch-1-7-3.exe.
5. Run the newly downloaded dune-wars-patch-1-7-3-2-incremental.exe.
Before we bundle up 1.7.4, I think the pedia really needs some love...