Ahriman
Tyrant
Actually, it seems like the 1-7-3 installer isn't actually installing at all? It isn't adding the new techs for example.
1.7.3
I suspect something has been lost in the merges; Fremen were supposed to now start with Mysticism instead of Exploration (and to start with 1 scout 1 soldier).
Clearly I should retire from this business of cutting releases, or at least pay more attention to what I am doing. The 1.7.3 installer installs into Mods\Dune Wars\Dune Wars, which is obviously incorrect. I have replaced the installer with a correct one. If you are among the first ten downloaders of 1.7.3, please return to the download database page, refresh the page to get the new link, download again, and install.
Clearly I should retire from this business of cutting releases, or at least pay more attention to what I am doing. The 1.7.3 installer installs into Mods\Dune Wars\Dune Wars, which is obviously incorrect. I have replaced the installer with a correct one. If you are among the first ten downloaders of 1.7.3, please return to the download database page, refresh the page to get the new link, download again, and install.
David, if you can let me know what AHR comment# I am up to I can revert to that.
However, don't forget that in Dune, the Harkonnens DID get Corrino troop assistance in attacking House Atreides. IMO, it might make sense for the support cost to be greater for these units if built by any of the other Houses though.AHR 201 Sardaukar Noukker would be more interesting if it were Corrino only (UU not URU).
I could see an Imperial Levy unit at some point that required Sardaukar cooperation resource, to make the resource more valuable. Maybe a heavy trooper UU with no extra combat abilities that requires no gold upkeep.
Excellent idea. Razzia Raider should also be included.AHR 202 Suggest: remove thumper as a selectable promotion, add it as an intrinsic promotion to specialist Fremen units (crysknife fighter, naib's chosen, fedaykin). Don't add it to other Fremen unit.
Fremen melee units which have sandrider promotions should still be able to get it. Make sandrider a perequisite for melee units to upgrade to desert combat.AHR 203 Remove desert combat promotion availability from melee class units (and guardsmen if they can get it), AI wastes it by getting it for non-sandrider units.
Spice Orgy, not really, but Political Center is definitely too expensive.AHR 204 Some Wonders are too expensive. Eg: spice orgy. Political center is not worth its cost.
Wonders should partly be a reward for being first to a tech, it shouldnt' be questionable as to whether they're worth the hammer investment at all.
I like ice driller providing fresh water. That makes perfect sense to me.AHR 205 Polar cities are pretty weak. One possibility; increase the yield of the ice driller over time. Eg: +1 commerce at water economy, +1 commerce at refining techniques.
Another: have the ice driller provide fresh water.
Another: reduce the mapscript spawn chance of polar rock outcroppings. The density here is much higher than elsewhere on the map, and these tiles are useless. And/or possibly add a +1 hammer yield to rock outcroppings.
The Fremen AI might be severely weakened by doing so. Every game I play, rollers are built in mass quantities by all the other AIs. Just something to keep in mind.AHR 207 Razzia Raider intended to be inferior to roller, used for raids, should be lower strength. Say strength 8, 35% withdraw chance.
Not advisable. Later in the game they become much weaker when compared to Corrino, Ix and the Harkonnens. The only time I have ever seen them doing well later in the game is when I played them. Normally, Ix or the Harkonnens conquer them without much of a fuss.AHR 208 Fremen are so dominating in the early game, we do need to add a few limitations to them in the late game. Removing hornets would be a good first step I think, or at least all but the first interceptor, and removing spaceports.
House Corrino gets 10 Sardaukar Legionary (14 STR) units. Ginaz Swordmaster (12 STR) units seem to me as meant to counter the Corrino unit. I think an equivalent cap of 10 would be appropriate.AHR209 If we are keeping the Ginaz Swordmaster unit in addition to the promotions, it should have a very small national cap (~5).
I am in agreement on that.Also: Stilgar (aggressive trait) with Ginaz training resource and Kanly civic totally kicks ass.... not that this is a bad thing.
I think we're getting Fremen feel really good to play, where they are great melee fighters and good at raiding from the desert, but vulnerable to thopters and aircraft. And diplomatically isolated thanks to Arrakis Paradise civic.
This is as it should be.
However, don't forget that in Dune, the Harkonnens DID get Corrino troop assistance in attacking House Atreides. IMO, it might make sense for the support cost to be greater for these units if built by any of the other Houses though.
This was my original design, but I've since changed my mind. The problem comes from the fact that the Fremen melee units have high strength, to be able to compete with other land units. Whereas suspensors and thopters (the only desert units that other factions get) are considerably lower strength.Fremen melee units which have sandrider promotions should still be able to get it. Make sandrider a perequisite for melee units to upgrade to desert combat.
Yes, Rollers are built a lot because they're the first tier 2 unit; the only thing between strength 7 hardened bladesmen and strength 10 heavy troopers and strength 12 shield troopers.The Fremen AI might be severely weakened by doing so. Every game I play, rollers are built in mass quantities by all the other AIs. Just something to keep in mind.
They should be weaker late game, but really atm they aren't. Relative to Corrino, the only thing they lack are vehicles (which aren't really needed - and they can capture them), and Fedaykin and Naib's Chosen are just as good as the Sardaukar troops.Not advisable. Later in the game they become much weaker when compared to Corrino, Ix and the Harkonnens
Yes, but Sardaukar are a faction speciality.House Corrino gets 10 Sardaukar Legionary (14 STR) units. Ginaz Swordmaster (12 STR) units seem to me as meant to counter the Corrino unit. I think an equivalent cap of 10 would be appropriate.
Another: have the ice driller provide fresh water.
This was my original design, but I've since changed my mind. The problem comes from the fact that the Fremen melee units have high strength, to be able to compete with other land units. Whereas suspensors and thopters (the only desert units that other factions get) are considerably lower strength.
So Fremen getting the desert promtions can make it too hard for anyone else to fight them in the desert, even with the proscribed counters (thopters).
Fremen are already easily able to defend against invaders, by sending their melee units out into the desert to engage incoming suspensor/transport stacks before they unload.
Or another would be to keep it at 2 move and low strength, but give it Fall-Further style "pillage" promotion, so that it automatically pillage any tile it moves into (when you're at war with them).
I'd quite like to have a new Melting Lens improvement to do this. I've wanted Melting Lenses at the pole for a while.
I guess we could do that. But one promotion that is +20% desert strength for thopters and suspensors and another one that is +15% desert strength for melee (and requiring sandrider) feels a bit weird.How about we split the Desert promos into two.
Yes, that makes perfect sense.So what I'm suggesting is that the Sardaukar cooperation resource allow Sardaukar Legionaries to be produced as normal, but that the Sardaukar Noukkers get saved for just Corrino.
You posted 8 STR, 35% chance to withdraw earlier. Coupled with 3 moves to allow move-pillage-move would be an improvement. I think that is a good idea.Or another would be to make it even lower strength, but give it 3 moves, so that it can move-pillage-move.
In the book, the Fremen did use 'thopters captured from the Harkonnens if I am remembering correctly. Maybe you could disallow the Fremen to build 'thopters, but give them a small chance to capture 'thopters just like vehicles.The ideal "end-goal" we'd like is to remove almost everything technological from them, including suspenors, thopters, hornets, siege units (past mortars) and vehicles, but that will require a lot of AI work that we don't have yet.
IMO, the % chance to capture needs to be lowered. I had noticed that problem before.In my current game I had a war vs Ix, and the vehicle capture made it kindof a joke.
I think it probably needs to be strength 8 and have one and only one of:You posted 8 STR, 35% chance to withdraw earlier. Coupled with 3 moves to allow move-pillage-move would be an improvement. I think that is a good idea.
They have this already AFAIK. This was the what the vehicle capture mechanic was designed to mimic.but give them a small chance to capture 'thopters just like vehicles.
I see your point. Since they are raider type units, auto-pillage does make the most sense.I think it probably needs to be strength 8 and have one and only one of:
a) 3 moves
b) 35% withdraw chance
c) auto-pillage.
Two of them would probably make it too strong.
I'd lean towards c), since I think the AI would make the best use of this (AI doesn't know how to move-pillage-move).
HOWEVER, we need to fix the problem where spice tiles still take a full movement point for sandriders, otherwise the pathing will always divert them around the harvesters that we want them to be pillaging.
Seems reasonable. The Fremen don't really need suspensors, and it doesn't make sense for them to use mechs anyway IMO.I think we should probably go with thopter and vehicle capture, but not suspensors or mechs, and probably ~20% capture chance.
I can update the building and unit files with some of the easier changes above if people concur.