offworld trade and resources

The Lynch movie transition is too long to get any context in 4-6 seconds. Deliverator, can you upload that sequence from emperor game you mentioned? Or someone has maybe a better idea?

I'll have a go with a new movie at some point. We need 7 religion founding movies too.
 
Guild see "plans within plans", and if we take Freeman as arrakis and ones who posses all planet's secrets, they are masters of thing that gives to Guild power, so Guild is kinda dependant, and all they can is travel, but in book said that were attempts to assimilate them, but they failed. (as i remeber, not in same words , but there is mention)
 
The Fremen aren't the masters of the spice. Most of the spice harvest is done by the Fief of Arrakis (initially Harkonnen, then briefly Atreides, then Harkonnen again), and then a little by smugglers and Fremen.

The Guild aren't dependent on the Fremen. They take their bribes because they like money, but they don't need to.
The Guild aren't even vaguely threatened by the Fremen, until Paul threatens to destroy all the Spice (by drowning a worm over a pre-spice mass).

They're dependent on *someone* harvesting spice on Arrakis, but thats it.

but in book said that were attempts to assimilate them

I don't understand what you're saying here.
 
I am not talking about mastering a spice, but about some abstract, "whole" Arracis - as some kind of power, and freeman is part of it. Arrakis gives to Guild powers, but Guild not that omnipotent to rule completely and forever that powwer, like nature against human, if cared bad, it can revolt . I talking philosophy.

About assimilation - there are mentions that all attempts to take over freemen were failed, to find, to understand, to conquer. They are part of mysterious Arrakis, so guild can intervene themselves and do nothing. Guild are not neutral in this matter, but they are not Omnipotent as well.
 
I still really don't understand your point, or why this should stop Arrakis Paradise users from accessing Guild homeworld trade.

Remember that Fremen aren't the only ones who can use Arrakis Paradise civic.
 
I am not talking about mastering a spice, but about some abstract, "whole" Arracis - as some kind of power, and freeman is part of it.

Arrakis having a mind of its own is not a concept from the Dune books. There is already a "living planet" mod in Planetfall and I don't think it is an appropriate concept for this mod.

Arrakis is just a dusty rock that no-one would care about if it wasn't for the spice.

It might be appropriate for Arrakis Spice civs fighting against Arrakis Paradise to get Guild assistance somehow, but only in the later stages of terraforming when the Guild would realise that the flow of spice is threatened.
 
Arrakis having a mind of its own is not a concept from the Dune books. There is already a "living planet" mod in Planetfall and I don't think it is an appropriate concept for this mod.

Arrakis is just a dusty rock that no-one would care about if it wasn't for the spice.

It might be appropriate for Arrakis Spice civs fighting against Arrakis Paradise to get Guild assistance somehow, but only in the later stages of terraforming when the Guild would realise that the flow of spice is threatened.

O! I like that idea! Guild Henchmen and truks, thats interesting.
Ah ,and i was just defending idea of denial of acess to guild for terraformers, bc its still seem to be right. And if not, one dead idea giving birth to another, which lives. And i really like the new one.

I still really don't understand your point, or why this should stop Arrakis Paradise users from accessing Guild homeworld trade.

Remember that Fremen aren't the only ones who can use Arrakis Paradise civic.

I think i need to explain myself in different way :P
I am not logical , at all, i am not, and what i saying is based on intuition, perception and feeling.
Lets organize it abit:
1. I think/feel that Arrakis Spice need some slight boost/some more speical features (Paradise have them in abundance). (Based on my gameplay). Terraforming victory is to easy to achieve, and i am not only one who said that.
2. We may need some solution, which can add also some cool feature to game.
3. We brainstorm, and here it is, i like Deliverators idea even more than mine (which is liked by david btw).
Guild can provide bonuses to Arrakis Spice adopters not only b/c they need to fight transormators, but because Guild need spice, and spice is vital for them, and ones who gather alot of spice might have bonuses. ;)
4. If UU guild units support idea fails then it might be just shipping price discount, but hey, really, Arrakis spice need more interesting mechanics being involed with, and... after all, all this makes lots of sense. Remember? "I see plans within plans...."
:)
 
It might be appropriate for Arrakis Spice civs fighting against Arrakis Paradise to get Guild assistance somehow, but only in the later stages of terraforming when the Guild would realise that the flow of spice is threatened.

How about this; if we move to a terraforming = x% land terraformed and within your borders, we can have trigger periods at values y% and z%, y<z<x where various things happen. Maybe at y% you lose access to Guild transport, and at z% every Arrakis Spice civ not allied with you/vassalized by you will declare war.
 
How about this; if we move to a terraforming = x% land terraformed and within your borders, we can have trigger periods at values y% and z%, y<z<x where various things happen. Maybe at y% you lose access to Guild transport, and at z% every Arrakis Spice civ not allied with you/vassalized by you will declare war.

that sounds great
Spice Armageddon Muahaha
 
I like this better than tying the Guild into Arrakis Spice somehow.

The Guild would *only* start playing favorites if the spice were threatened. They shouldn't be benefiting Arrakis Spice civs over any others unless significant land has been terraformed.

We could also reintroduce an idea that was abandoned long ago when the Guild was still a playable civ; we could have Guild-sponsored barbarian mercenaries appear by event on grassland tiles, to start attacking heavily terraformer civs.
 
We could also reintroduce an idea that was abandoned long ago when the Guild was still a playable civ; we could have Guild-sponsored barbarian mercenaries appear by event on grassland tiles, to start attacking heavily terraformer civs.

thats sounds great too

Spice adopters can have slight bonus with guild (HW screen), because &#8220;Spice must flow&#8221;, and they are ones which making that flow. (5-10% discount?), but if you add some challenging for teraformers (like you mentioned), so perhaps it will be overkill.

Summary:
I think both of your ideas should be in place, in some proportional, balanced amount.
 
@ koma13, can you point me at the right place in MercenaryUtils.py? I want to implement a percent discount for offworld reinforcements. Each player will have a discount level. If a player follows the paradise civic, they will get a 20% cost *increase* for each Reservoir of Liet they have built. If a player is at war with another civ who follows the paradise civic, they will get a 10% reduction for each Reservoir that civ has. So, if A has two reservoirs, B is at war with A, and C is neutral, then A's reinforcements cost 140% of normal, B's cost 80% of normal, and C gets no particular discount.

I can implement a call like DuneWars.GetHomeWorldDiscount(iPlayer), I just would like some help to understand where to put it into MercenaryUtils.py. Also, if possible, I would like to add a piece of text somewhere in the screen, which shows the discount. It would say "Anti-Terraforming discount:" or "Anti-Terraforming penalty:" or blank.
 
I can implement a call like DuneWars.GetHomeWorldDiscount(iPlayer), I just would like some help to understand where to put it into MercenaryUtils.py.

I would put it in getUnitCost. This way you don't have to care about the sd tools.

I would like to add a piece of text somewhere in the screen
CyGInterfaceScreen.setLabel (....) is what you're looking for.
Search for "GoldText" in CvHomeworldAdvisor.py for an ingame example. Then just place it somewhere on the screen. But make sure it works in 1024x768...
 
@ koma13, can you point me at the right place in MercenaryUtils.py? I want to implement a percent discount for offworld reinforcements. Each player will have a discount level. If a player follows the paradise civic, they will get a 20% cost *increase* for each Reservoir of Liet they have built. If a player is at war with another civ who follows the paradise civic, they will get a 10% reduction for each Reservoir that civ has. So, if A has two reservoirs, B is at war with A, and C is neutral, then A's reinforcements cost 140% of normal, B's cost 80% of normal, and C gets no particular discount.

I can implement a call like DuneWars.GetHomeWorldDiscount(iPlayer), I just would like some help to understand where to put it into MercenaryUtils.py. Also, if possible, I would like to add a piece of text somewhere in the screen, which shows the discount. It would say "Anti-Terraforming discount:" or "Anti-Terraforming penalty:" or blank.


Nice that will be very cool changes!!!! :goodjob:
 
Regarding the offworld trade option, is it possible to add a brief explanation of what the resources you are trading for do?

This is very well described in Dune Wars Concepts in pedia.
 
Regarding the offworld trade option, is it possible to add a brief explanation of what the resources you are trading for do?

I think the offworld goods contract popup should gives some explanation as to the benefits or link away to the pedia entry.

Also, the popup still refers to Kindjal which was renamed.
 
I still think that the Kindjal/Ginaz training is a bit weak; it needs a second unit, as a kindjal warrior level (as the current one is at a shield fighter level).

Also, the Ginaz swordsmen units should have national limit 10 (like Sardaukar).
 
I still think that the Kindjal/Ginaz training is a bit weak; it needs a second unit, as a kindjal warrior level (as the current one is at a shield fighter level).

Also, the Ginaz swordsmen units should have national limit 10 (like Sardaukar).

+1
+50% against melee equal to shield fighter str unit (single) is too little for offworld contract resource
 
Back
Top Bottom