Version 1.7 feedback

EDIT: HSG is obsolete with Ablative Shields tech, which is required for FS. So, doesn't HSG disappear automatically before FS can be built? Did you make the screenshot with WB, or have you seen this happen in game?

That screenshot is from a real game. A building becoming obsolete doesn't remove the graphic, but the more serious problem is that the as the pedia says the HSG is Obsolete with Ablative Shields except defensive bonus which means you can get 100% or more defensive bonus from buildings which is pretty high.

I'll have a go at the cannotConstruct solution.
 
Download this. Extract it in the BUG folder of Dune Wars Python files, say yes when it asks you if you want to overwrite (if it doesn't, you're extracting it in the wrong place).

Thank you. Everything is ok now. But all dialogs with other fractions are in french. Is it normal?
 
The fix for the loss of interface wouldn't effect languages at all, it just bypasses some debugging functions to keep python from throwing an exception if it can't read a character in your BtS directory path. I have no idea why a Russian user would get French dialog from Dune Wars. I suspect you'd have this problem with other mods.
 
But all dialogs with other fractions are in french. Is it normal?

The specific text for Dune Wars is all in English regardless of which language is chosen; the text is simply copied the same for all languages. Maybe someday we will have it translated.

Can you type in or screenshot one French dialog? I would like to understand if this is coming from vanilla text or one of the other modcomps which is included in DW.
 
it will be nice that there is something like a buildable wealth and research button for the beginning of the game so that i don't have to cheat research to get the build wealth from the protected trade, and also getting two religions at the same time (imperial and Landsharrd). like something that give me 25% :gold: and 25% :science:
 
Got the HSG to block construction of the Force Shield. I will include this in a patch when I have a few more things to go with it.
 
b) Give Fremen a free Shai-Hulad mystic (by Event) when they research Jihad IF Mahdi has already been founded.
[Otherwise the Fremen founds Mahdi]
Event is certainly the best way I think to trigger this sort of thing (free units on a particular condition)
Is it possible to make this happen just using Event XML?
No, not just the XML - with a few exceptions, in order to make most complex event triggers you'd need to make python canTrigger code anyway, so its simpler just to do it through python.
 
hey guys,
i noticed that sword grass art is no good.

theres a white square beneath it.

also - multible production option needs to be removed.

also theres a bug messge error on game start.
edit: oh i saw the usersettings install note - i used the zip file...

also - buttons icon of corporation and espionage are missing.

diplo text for bene gesserit are missing partially.
:)
 
hey guys,
i noticed that sword grass art is no good.

theres a white square beneath it.

also - multible production option needs to be removed.

also theres a bug messge error on game start.
edit: oh i saw the usersettings install note - i used the zip file...

also - buttons icon of corporation and espionage are missing.

diplo text for bene gesserit are missing partially.
:)

Thanks for the feedback. I am not quite able to understand most of your points. Can you send a screenshot of the white square? Where are the corporation and espionage buttons missing from? Can you send an example of "partly missing" diplo text for BG?
 
In my first game with this Mod I took it slow and was locked in permanent war with Fremen because I chose Arrakis Spice as civic.

However several turns later, maybe 100 to 150 I noticed Fremen had switched civics to Arrakis Spice as well. I assume they did this because all other civs had done so. Howber since their mission is to terraform Arrakis it doesn't make sense for them to switch - it should be do or die imo.

Can Fremen be locked to Arrakis Paradise civic and do you think it's a good idea?

Edit: Oh and here is a screenshot of the missing buttons poster above was talking about. See top right.
 

Attachments

  • dw_missing_buttons.jpg
    dw_missing_buttons.jpg
    255.3 KB · Views: 88
Can Fremen be locked to Arrakis Paradise civic and do you think it's a good idea? ... Oh and here is a screenshot of the missing buttons poster above was talking about. See top right.

Oh, those buttons. I wonder where the graphics went, thanks for pointing it out.

Good question about locking Fremen to Arrakis Paradise. I suppose the key question is should a human player also be forced to choose this civic for Fremen? I can certainly see an alternate history where the Fremen decide to profit from spice instead of terraforming. So I think we should allow the player the flexibility. The AI leaders all have this as a "favorite civic", but still they are not forced. Maybe we can make that "more favorite", I will investigate.
 
I am suprised to see Fremen as Arrakis spice. It is their hated civic, which I thought meant they would never adopt it voluntarily.

Might they have been forced to adopt it by a powerful rival, or a vassal master?

Which Fremen Leader was it? Paul's stats might be a bit different, since we has originally designed as Atreides.
 
In the book, the Fremen do sell spice to fund their terraforming ambitions, so I definitely think the Fremen player should be free to pursue Arrakis Spice if they want to.
 
I am suprised to see Fremen as Arrakis spice. It is their hated civic, which I thought meant they would never adopt it voluntarily.

Might they have been forced to adopt it by a powerful rival, or a vassal master?

Which Fremen Leader was it? Paul's stats might be a bit different, since we has originally designed as Atreides.

Leader wasn't Paul, it was, uhh Liet? or something like that ^^. He was not Vassal. Maybe he was forced but I was his arch enemy and I didn't do it. *shrug*
 
The specific text for Dune Wars is all in English regardless of which language is chosen; the text is simply copied the same for all languages. Maybe someday we will have it translated.

Can you type in or screenshot one French dialog? I would like to understand if this is coming from vanilla text or one of the other modcomps which is included in DW.

I looked more carefull. All game descriptions are in English, but there are many French phrases and text pierces in different places:

1) in dialogs

2) in unit discription: e.g. Tarantula (everything in English, but the line "provoques des dammages colliteral" (the last word is written with some strange simbols that i can't tipe here.
''
3) in civilopedia - "mati res" (fr) than "index" "back" "next" "exit" (all in English)

4) "am lioration des units", "arborescens des promotions", "raccourcis" , "Merveille nationales" "Merveille mondiales"

(by the way: text in "am lioration des units" and "arborescens..." is in English, and in "raccourcis" every subparagraph and text in them are in french)

5) some strange , partly in French, partly in hieroglyphic descriptions of some commandes (like sentry (land units)).

On 4th and 5th printscreens i tried to move mouse on "sentry" command to show the text, but it didn't printscreened. But there is another French phrase, i didn't mentiond myself in game )))
 

Attachments

  • 20000.JPG
    20000.JPG
    112.1 KB · Views: 62
  • 30000.JPG
    30000.JPG
    112.7 KB · Views: 93
  • 40000.JPG
    40000.JPG
    163.7 KB · Views: 89
  • 60000.JPG
    60000.JPG
    223.3 KB · Views: 66
  • 70000.JPG
    70000.JPG
    208.5 KB · Views: 75
  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    109 KB · Views: 58
I think, I understood the reason of all this: the reason is, that I use "use english language" setting on Russian version. But Russian is a default language. If i use it, the game use it and all neaded texts from the mod. No French or strange letters. Only basic Russian (from original game) and everything else in English (from the mod).

I checked in on this mod and on planefall mod. Situation is the same. If "English" is used, there are a lot of mistakes in text (even no text at all or the same word (e.g. the name of faction) is used for different objects). If "Russian" is used, I have a mix of Russian text and text from mod.

May be this information will be helpfull.

Offtipic: the funny thing is, that the first two mods i downloaded after organising good e-net at home, are two mods, based on Frank Herbert books ))) Dune based on a book (and game) and Planefall is based on Alpha Centauri game, which also based on Herbert's books (at least, the description of planet).

One author, two great games, two great mods )))) Thank you for your work )))
 
I think, I understood the reason of all this: the reason is, that I use "use english language" setting on Russian version. But Russian is a default language. ... I checked in on this mod and on planefall mod. Situation is the same. If "English" is used, there are a lot of mistakes in text (even no text at all or the same word (e.g. the name of faction) is used for different objects). If "Russian" is used, I have a mix of Russian text and text from mod.

Thanks for the assistance. I think I understand, but I am not sure. There are three types of multi-language text files in DW: (a) the "vanilla" ones, (b) the DW specific ones, (c) other ones provided by other modpacks such as RevDCM, etc. All of them have the strings in five languages, say language 1,2,3,4,5. Language 1 is always English. I guess the localized version you have has new versions of (a) where the second language is replaced with Russian. So you set the language to #2, and all the basic text comes in Russian. All the mod text (b) still comes in English, because the mod text is just five copies of the english string.

However, some of the text in the other modcomps (c) is translated. Not all, but some. And language #2 in these files is French. So text in (a) is Russian, (b) is English, and (c) is French. This is a little confusing. I suppose the other modpack authors for (c) were trying to be helpful to French people and got the text translated, but that is less helpful for any localized game.

Are you completely "stuck" by the French text? If so, I may be able to do something with a little work. I can write a script to convert the xml files and remove all the other languages, then put back five copies of the English text. At least that way, it will be only in two languages, Russian and English, instead of 3.
 
Thanks for the assistance. I think I understand, but I am not sure.

Yes, my idea is the same. The difference is because of different "default" languages.

Are you completely "stuck" by the French text?

No, thank you )))
If i turn on "Russian" language, all French and "strange symbol" text is gone. Only Russian and "mod" text remain. It is not a problem.
I will report of any bugs and so i will find )))
Thank you once again )))
 
Back
Top Bottom