Version 1.8 Feedback

I think Bene Gesserit schools, Cogitators, philosophers and various others are involved in knowledge generation, particularly when many of the "techs" are social or spiritual advancements.

It is definitely in Dune canon that elite spiritual types thinking great thoughts contribute to the advancement of mankind.

Definitely. The Bene Gesserit look upon themselves as the self appointed saviors of humanity whose very job it is to advance the state of the human, and to preserve knowledge against the inevitable catastrophes like the one presented in the mod's storyline.

All the Tleilaxu wonders and monstrosities, gholas, axlotl tanks, facedancers, all spring from their own odd spiritual philosophy. Ix too has a philosophical-religious background behind it's fascination with forbidden thinking machines.

It is a very clear theme in the series that philosophy, religion and science are inextricably bound together. Knowledge and truth are knowledge and truth.

Yes and no.
And "religion" in the Dunewars mod includes different political philosophies, from the xenophobic isolationist Tleilaxu, to support for the "old order" Imperium, to the jihadi Mahdi fanatics, to the ponderous weight of the Qizarate priesthood - and the Technocratic dabbling with Thinking Machines violating the Butlerian strictures.

I have no feeling either way on how big the religious diplomacy modifiers should be - and you make a reasonable case. I'd be inclined to keep them capped at a moderate level. I think following Arrakis Spice vs Paradise should have a far bigger impact than whether you're Imperial or CHOAM.

I again agree with Ahriman's "Yes and No." The Mahdists and the Quizarate are obviously rather self-righteous and intolerant. But Shai-Hulud is just a Bene Gesserit creation, taken from the prevailing Orange Catholic scriptures, which, itself is a creation designed to be an all-inclusive faith for the known human universe. All-out war and religious intolerance isn't really a prevailing theme in Dune until after Paul becomes Emperor and lets the Mahdi Jihad and it's Quizarate successors loose. After all, the Corrino Emperors may not approve of the Tleilaxu, or the Ixians, but you don't see them dropping Sardaukar legions down there to purge these heresies from the Imperium, do you? Even Paul doesn't do that as long as they pay lip-service to his "divinity."

I think if we want more war (and I'm not sure that's needed, I observe plenty of war on the high difficulty levels), it would be better to change the aggression parameter values in the Leaderhead AIs rather than making more diplomatic penalties (which might make resource trade, defensive pacts and so forth too difficult).

Yeah, even on noble, once everyone gets well-established, my troops get plenty of opportunity to practice their trade, and I play a rather peaceful, mind-my-own business utopia-development style.

And again, aside from Fremen Jihads, the society of Dune is very against all-out war. The whole point of the Great Convention, Kanly and Wars of Assassins is to make war limited. The Orange Catholic faith was created specifically to prevent such wars.

War in Dune is mirrored by martial arts in Dune. Stately rapier fighting is the style of day. And let me tell you, as someone who practises European and Japanese Mediaeval/Renaissance martial arts, rapier fencing is very stylized, and both style and weapon are very impractical on a muddy field against a zweihandler, longsword or backsword wielded by a fellow who doesn't care for the niceties of duelling etiquette. But, in a world of body shields, this ritualistic, gentlemanly style is actually practical, and even dominant, because shields don't allow blades to pass through them edge-on. Those devastating chopping blows that sever limb or head are impossible. One must try to slip a stabbing past their guard, or perhaps slice with a passing or withdrawing thrust. Since even those blows must be slowed to pass through, aggression and intensity are not the ways to victory. One must feint and deceive, kill with the thrust sinister rather than the dexter. The Weirding Way, similarly, is about using the body, about being in control and psychologically dominating the opponent, rather than

All of that is reflected in war. (Microcosm and Macrocosm, again fitting the mystica and philosophical them of Dune). Nobody uses their nuclear arsenals, even when the fall of their House is imminent. Guild war transport fees make mass armies as useless as axes and greatswords are against shields. Instead, as with single-combat, deception, feint and manoeuvre, objective raids and assassination are the means of combat. House Atreides has one mentat in the first book, and he is their Master of Assassins, not the commander or chief of staff of their armies. That should tell you something about the relative importance of those two arms of service, given that the conventional military would benefit every bit as much by a mentat's abilities as an espionage agency would.

Even the Emperor doesn't dare to just send in the Sardaukar with impunity, but must hide his actions behind a House known for their lack of morals, whom he clearly intends to dispose of later.

If everybody went after each other like it was World War II it wouldn't be Dune. Sure, the Mahdists would, and they are given the incentives to do so, but everybody else, even without worrying about Guild transport fees, have been inculcated by 10,000 years of culture to behave in a very different way. They believe they are civilised. Noblisse oblige requires the Houses to spare the lives of ordinary folks, even as their aristocratic perogatives allow them to order about and exploit those same people. That's the basic feudal contract: produce for us, obey us, and we will protect you from the horrors of war.

I think the mod has quite as much war as the flavour requires.

In the latest build, slavery should be Harkonnen only.
Running the same civics (other than Paradise/Spice) shouldn't give any benefits except when its the favorite civic, so those shouldn't be driving anything.

Speaking of which: I don't really understand why slavery should be Harkonnen only. Slavery is part of the Faufreluches. The Emperor has slaves. Remember the red-headed slave girl he gives away because he likes her too much, in one of Irulan's reflections, used as a chapter preface? The Sardaukar are kept amused with their own private harem of slave girls, to keep them impervious to outside influence. The whole Zensunni Migration is a story of repeatedly uprooted slaves dragged about to wherever the Imperium needs cheap, expendable labour.

Sure, the Atreides don't seem to keep slaves, but they are unusually honourable. And neither do the Bene Gesserit, but they are a mystical order chasing enlightenment. But the way the Tleilaxu treat their own personnel, the way they use gholas, and so forth, is not indicative of a people who oppose slavery. Similarly, the Ixians seem to have a slave undercaste, do they not? And why would the Ordos oppose slavery if it kept costs down?

Fremen culture is a bit nebulous here, but it is not clear that indentured servitude, all but identical to slavery, is not practised. I think that the Atreides, the Bene Gesserit, and maybe[/I the Fremen should be disallowed slavery, but it is fair game for everyone else.

I'd ignore the year values. I'm not sure where to change them - if we could change them, I'd certainly make it 1 year per turn.
But years have no real meaning when we're not mapping to real human history, a turn counter alone would be sufficient.

Dune Wars/assets/XML/GameInfo/GameSpeedInfo.xml.

<iMonthIncrement> sets how many months a turn takes, and <iTurnsPerIncrement> how many turns that rate lasts.

I agree about the speed. 25 years turns is way too long at the beginning. I have experimented with 1 year and six months turns, and am currently trying out 1 month. As a rule of thumb, you don't realistically want troops to be produced in less than 3 months. Modern US Army infantry training lasts 3.25 months, and produces an acceptable, but hardly an amazing product. A US Marine Infantryman takes 4.5 months to train, between Recruit Training and Infantry Training Battalion, and the British Army takes 6 months to turn out infantry, as did the German Kaiserheer in 1914. Dune focuses on smaller, more highly trained armies, so look to the latter named armies for a guideline. The Atreides can be inferred to have about 3-4 legions total, from the first book, a mere 90,000-120,000 men. Half the modern British Army, recruited from a whole planet's population. The Harkonnen, who, clearly Russian-flavoured, favour a mass cannon fodder approach, can only get together 10 legions (300,000) for the attack on the Atreides, and the Emperor thinks 2 legions, a mere 60,000 Sardaukar, should be sufficient to wipe the floor with anything on Arrakis, and, from the Baron's point of view, still slaughter all his own troops, too, if ordered.

To achieve the kind of quality the Sardaukar are supposed to have, I think you can expect 2-3 years, at a minimum. Given what they are supposed to be capable of, I think nothing less than an SAS level of training would do. They are supposed to be the pinnacle of soldierly skill, or very nearly, after all.

On that basis, I think turns should be set to produce a basic foot unit in 6 months to a year, and the really elite ones in 2-4 years, assuming your civilisation has achieved a reasonable level of development, mid game.

Vanilla Civ has turn increments change dramatically to follow Earth's development, but technology is pretty stabilised in Dune. Lasguns and body shields are thousands of years old, and haven't improved much. Filmbooks have been around since before the Guild used spice. Either the increments should decrease in length very slightly as time wears on, as people piece things back together, or not at all, to properly reflect the Dune setting.

[
Clearly Fremen would want Paradise, and there is a strong case for Atreides. I'd also make a reasonable case for Tleilaxu. In the (non-canon) Prequels, it is the Tleilaxu who are working on synthetic spice. If they developed synthetic spice, then destroying the natural source would give them a monopoly.
Limiting spice production on Arrakis would also have favor with any House that had huge offworld stockpiles.

I agree that Corrino and Bene Gesserit should also be pro-Spice. Dunno about the others.

I think that most of the time, most players should still be Spice rather than Paradise; probably a 2:1 split. But Paradise is very lonely if its only 1-2 players trying to achieve it, so there are gameplay reasons to have at least some of the AIs have a chance of adopting it.

Tleilaxu would want whatever messes with and irritates everyone else the most. So, likely Paradise, just to be difficult.

Spice prolongs life, and the Guild Navigators depend on it to keep travelling the space lanes. By default, everyone except for far-out religious fanatics would be Pro-Spice, given the choice, as a matter of pragmatism. Atreides might be pro-Paradise, but they might also change their mind once they realise that may mean the end of spice, as Leto II more or less concludes. Nobody else, aside from the Fremen, the Tleilaxu, and maybe the Atreides have even the tiniest incentive to be other than Pro-Spice. So, six to three, there is your 2-to-1 split.
 
Thanks for the thoughful commentary, as always.

Speaking of which: I don't really understand why slavery should be Harkonnen only.
Because the gameplay effect of the slavery civic is to allow you to whip your population to death to increase production. This is a very thematic thing for Harkonnen, but not for others.

Not adopting the slavery civic doesn't mean there are no slaves in your society, it just means that you aren't running a slave-based economy; most people are free men or serfs.
They might still adopt Serfdom, for example.

Its also for gameplay purpose. In past, we have had a great deal of trouble with nearly every civ adopting slavery, and then using the whip effect too much, and failing to grow their population sufficiently. The AI's willingness to use the whip is based on the relative prevalence of food and rareity of happiness in vanilla, whereas in Dune Wars these are reversed; water is rare, population growth is hard.

So what we did was boost the value of whipping, but restrict it to Harkonnen.

Dune Wars/assets/XML/GameInfo/GameSpeedInfo.xml.

<iMonthIncrement> sets how many months a turn takes, and <iTurnsPerIncrement> how many turns that rate lasts.
Thanks. I'd be fine with setting the turn length to pretty much anything. Its not something I ever notice.
But I'm not sure that "realistic" training lengths are a good guide here. There has always been a messed up timescale in Civ in comparing population growth rates to unit production times.
[Also, I'd argue that in practice any Sardaukar and the like are coming from offword.]
 
Hey all. I've been away on holiday for a week, but now I'm back with some time to do some modding.

Thanks to Iluwen and Kwis for the feedback and discussion.

Ahriman said:
Inquisitor should be able to work as long as there is any non-state religion present.

I'll add this to the list.

Ahriman said:
Not sure this is a great idea. Imperial already has a very high spread rate (~1.5). If a Religious leader founds Imperial, they will have a very easy religious victory.
Also, design intent was that the Religious trait boosts the actual religions (Mahdi, Shai-Hulad, Qizarate) whereas Political boosts Imperial and CHOAM.

You're probably right. I suppose we could make the double speed spread only work for Mahdi, Shai-Hulad, Qizarate, or just scrap the idea.

I think there are two things we should try and achieve:
1) A representation of the Missionaria Protectiva for the Bene Gesserit. There have been a few different ideas around this - mostly buildings.
2) A small boost for the Religious (formerly Spiritual trait)

I'm still not 100% sure what these should be.

Ahriman said:
I'd ignore the year values. I'm not sure where to change them - if we could change them, I'd certainly make it 1 year per turn.
But years have no real meaning when we're not mapping to real human history, a turn counter alone would be sufficient.

There is a choice of calendars we can use for mapping the turn count to date:

CALENDAR_DEFAULT,
CALENDAR_BI_YEARLY,
CALENDAR_YEARS,
CALENDAR_TURNS,
CALENDAR_SEASONS,
CALENDAR_MONTHS,
CALENDAR_WEEKS

CALENDER_YEARS is the 1 year per turn option. CALENDAR_TURNS just shows the turn count, but it is a bit weird because it reads "10/500 Turn:11" in the top left - one showing completed turns and the other the turn that is currently in progress. I think we should go with CALENDAR_YEARS.

Ahriman said:
I don't think that city-nuking is really possible in the espionage code, nor would it be very balanced.

There is reasonably strong thematic basis for a nuke espionage mission in that the rebel Fremen manipulated by Scytale plant the Stoneburner in Dune Messiah. Nearly anything is possible with SDK alterations, but I agree we'd have to be careful balance-wise if we went down this road. Nukes aren't available until the late late game anyway, and an expensive Plant Stoneburner mission might be fun.

davidlallen said:
Wow! That is a huge list. Can I recommend a "1.9 beta" posted on the patches thread? In almost every major release I did, one or two errors which should have been obvious, are found just after the release. If you don't normally run civchecker, I can run that on the beta also to find any missing "TXT_KEY_..." entries.

Yeah, it is quite a lot, but hopefully not too ambitious. I may cut some things to go in later patches.

I will run civchecker this time as I think I have forgotten on most previous occasions, and a beta release on the patches thread is the best way I agree.

Kwis said:
Excuse me if that was already under discussion - what is this monastery for? Surely technological advance on Dune can't be based on a work conducted by priests? Is that more a development of thought and basic sciences? Mentat-school?

To be honest, this is coming more from a gameplay need. One of the issues with 1.8 was that the early religious techs (Faith, Fanaticism, Divine Mandate, Jihad) were not very appealing to the AI. Adding the Monastery seems to encourage the AI along that route. Now in test games I see the AI taking the Fanaticism route to Feudalism sometimes rather than the Education route every time.

Ahriman said:
I have no feeling either way on how big the religious diplomacy modifiers should be - and you make a reasonable case. I'd be inclined to keep them capped at a moderate level.

I'll go for a small increase in the cap only then. I have been focusing on Mahdi quite a lot recently and was trying to get a faction that adopts Mahdi to start disliking everyone with another religion so that they go to war soon. I've found that the current capping of religious dislike means that the AI doesn't do Mahdi warmongering effectively and make the most of the Zealots before they are effectively obsoleted.

Maniac said:
Are you guys getting mails too from corporations which want to host your file or include it with some magazine CD?

The only request we had from someone wanting to host the mod was from Strategy Informer. We said OK, but that was a long time back. Nothing about magazine CDs recently. Perhaps Planetfall has fewer copyright infringements than Dune Wars... ;)
 
I think there are two things we should try and achieve:
1) A representation of the Missionaria Protectiva for the Bene Gesserit. There have been a few different ideas around this - mostly buildings.
2) A small boost for the Religious (formerly Spiritual trait)

I'm still not 100% sure what these should be.
I will think on some options.

There is reasonably strong thematic basis for a nuke espionage mission in that the rebel Fremen manipulated by Scytale plant the Stoneburner in Dune Messiah. Nearly anything is possible with SDK alterations, but I agree we'd have to be careful balance-wise if we went down this road. Nukes aren't available until the late late game anyway, and an expensive Plant Stoneburner mission might be fun.
Agree with thematic.

If you like, I will write up a more complete proposal for a modified espionage design, based on my design principles from earlier; severely limit the range of espionage missions available to each faction to only the most thematic, and then have a cheap one with a minor but always useful effect that could be spammed, and a powerful one that is expensive. And espionage UUs for basically every faction.
This is to stop the AI from wasting EPs on low-value impacts, and try it to get it to actually have a chance to use the more powerful missions, and to make it feel more flavorful.

I will probably also redesign the espionage buildings. Perhaps we can work up something coherent with +EP vs EP% boosts.

Is it possible to have espionage missions whose access is controlled by tech?
Alternatively, we could have an advanced espionage unit available only with the Atomics tech.

I'll go for a small increase in the cap only then.
This sounds good.
 
On Missionaria Protectiva:
The main suggestions I have had have been an early-game espionage providing building, designed to give BG a head-start on espionage.
Either a standalone UB at Faith, or a Monument replacement. [I like encouraging them to go for Faith though.]

Another possibility was to add on an effect which gives you +1 happiness for each non-state religion. Thus, making BG immune to the non-state religion penalty that you normally get from having another religion present, representing their ability to manipulate belief systems, and giving them even more incentive to try to spread as many religions as possible around their cities.

[Though: this could be a neat effect for Spiritual trait too.]

Another possibility: make the MP the Bene Gesserit Palace replacement, with an extra +1 culture and an espionage bonus (+4 espionage?).

I am also leaning towards fixing the "instructress" by eliminating it entirely.
With the Kwizatz haderacts, the BG already have one of the strongest Big Stack armies in the game, for a faction that should mostly be about politics and religion.
I think the Instructress on top of that is just too strong for them, and makes them too successful militarily, so eliminating might be the easiest solution.

Some possibilities for Spiritual trait:
Make all missionaries into a separate unit class, and have the spiritual trait give that class a mobility promotion that gives +1 movement rate.
[Or: restrict this to Shai-Hulad/Qizarate missionaries.]
Have spiritual trait give +1 priest GPP point to the palace somehow, making it easier for Spiritual leaders to build the Shrine wonders.
Might be too strong though.
But some other way of making Shrines more accessible would be ideal.
Could the trait give a free great prophet whenever you found a religion?
Or: whenever you found Shai-Hulad, Mahdi or Qizarate?
 
On Missionaria Protectiva:
The main suggestions I have had have been an early-game espionage providing building, designed to give BG a head-start on espionage.
Either a standalone UB at Faith, or a Monument replacement. [I like encouraging them to go for Faith though.]
I would lean towards a UB at Faith. Maybe something that gives +1:espionage: and +1:gp: prophet?
Another possibility was to add on an effect which gives you +1 happiness for each non-state religion. Thus, making BG immune to the non-state religion penalty that you normally get from having another religion present, representing their ability to manipulate belief systems, and giving them even more incentive to try to spread as many religions as possible around their cities.
Good idea.
I am also leaning towards fixing the "instructress" by eliminating it entirely.
With the Kwizatz haderacts, the BG already have one of the strongest Big Stack armies in the game, for a faction that should mostly be about politics and religion.
I think the Instructress on top of that is just too strong for them, and makes them too successful militarily, so eliminating might be the easiest solution.
I hate to say it, but that would probably be for the best IMO. It would add more focus theme wise.
Some possibilities for Spiritual trait:
Make all missionaries into a separate unit class, and have the spiritual trait give that class a mobility promotion that gives +1 movement rate.
[Or: restrict this to Shai-Hulad/Qizarate missionaries.]
Restricted to Shai-Hulad/Qizarate, excellent idea.
Have spiritual trait give +1 priest GPP point to the palace somehow, making it easier for Spiritual leaders to build the Shrine wonders.
Might be too strong though.
Gameplay wise, the effect would be neglibile...not strong at all, considering the points needed to spawn great people. I like the next idea MUCH better.
But some other way of making Shrines more accessible would be ideal.
Could the trait give a free great prophet whenever you found a religion?
Or: whenever you found Shai-Hulad, Mahdi or Qizarate?
Perfect. I would suggest that only founding Shai-Hulad, Mahdi or Qizarate would grant a great prophet though.
 
hi everyone,

im working really hard on updating 1.8 with bbai 1.01 (revdcm 2.8)

i hope it will be adopted by david and deliverator as a basis for a new version, if not, ill be updating it my self with the new updates for vanilla 1.8.

i thought its been long enoegh without an ai update.
 
I would lean towards a UB at Faith. Maybe something that gives +1 and +1 prophet?
I quite like this. A building at Faith that gave priest GPP would be useful in helping get shrines, but wouldn't be so early that it accumulated during the very slow first few dozen turns.

Restricted to Shai-Hulad/Qizarate, excellent idea.
It can work, but its a very very minor extra bonus. I think we still wanted to boost Spiritual a little more.

ameplay wise, the effect would be neglibile...not strong at all, considering the points needed to spawn great people
Stronger than you might expect, I think. The +1 priest GPP we added to the Tleilaxu palace means they spawn a great priest very early, to found their shrine, and then contributes significantly to getting the second one, which they can settle for a nice economy boost.

I would suggest that only founding Shai-Hulad, Mahdi or Qizarate would grant a great prophet though.
I agree that this idea is the strongest.
Should be possible to do with an Event that triggers when these religions are founded and checks the trait list of the founder?

The one thing we should check though is; are either of the Tleilaxu leaders Spiritual? I don't have my copy handy.
If so, we should probably change their traits, since they wouldn't get many of the benefits (no double speed temples, no free great prophets).

And also: if we went with the free great priest, then I'd be inclined to have the Missionaria Protectiva ability concentrate on espionage generation rather than GPP. [After all, both BG leaders are Spiritual IIRC, and one is Political while the other is... something else?]
So maybe +2 EP and the +1 happy from non-state religion.
 
The one thing we should check though is; are either of the Tleilaxu leaders Spiritual? I don't have my copy handy.
If so, we should probably change their traits, since they wouldn't get many of the benefits (no double speed temples, no free great prophets).
Just checked. Goya is Industrious and Scytale is Philosophical (each has Political as the other trait).
And also: if we went with the free great priest, then I'd be inclined to have the Missionaria Protectiva ability concentrate on espionage generation rather than GPP. [After all, both BG leaders are Spiritual IIRC, and one is Political while the other is... something else?]
So maybe +2 EP and the +1 happy from non-state religion.
Definitely a good fit regardless of how the Religious trait is tweaked. IMO, the Missionaria Protectiva ability *should* focus on extra espionage and happiness (better fit theme wise).
 
The Religious (Spiritual) leaders are: Alia, Mohiam, Lady Margot, Leto II and Paul.

I'm sold on the free great prophet on founding Shai Hulud / Mahdi / Qizarate for Religious.

Not sure about the extra move for missionaries though. It's a bit *shrug*.

Perhaps the free great prophet is enough. Remember Religious will also have double speed build on the new Monastery building.

Ahriman said:
I am also leaning towards fixing the "instructress" by eliminating it entirely.
With the Kwizatz haderacts, the BG already have one of the strongest Big Stack armies in the game, for a faction that should mostly be about politics and religion.
I think the Instructress on top of that is just too strong for them, and makes them too successful militarily, so eliminating might be the easiest solution.

I agree with this. One of the techs I've pruned is Weirding Way - I was going to make the Weirding Way promos weaker and have them be exclusively be provided by the BG Instructress, but now you mention the stack thing it is a bit ridiculous.

Perhaps the Weirding Way promos can be enabled by Sisterhood Covenant like Ginaz Training. We could use the new promotion effects to make Weirding Way promos give defence bonuses and Ginaz attack bonuses or something like that to make the two more distinctive. This would give Sisterhood Covenant something to do if we want to make the BG Reverend Mother (or whatever we call it) a true UU.

Another thought: perhaps if the Bene Gesserit haven't built the Kwizatz Haderach by a certain stage in the game, then there could be a chance that the Fremen get him.

Ahriman said:
Just wanted to add: I have done ~150 of these (nearly all the buildings/wonders, some techs and units), but there are still many left to go.

Cool. The strategy text is quite lacking and you're probably the most qualified person to write it...

keldath said:
im working really hard on updating 1.8 with bbai 1.01 (revdcm 2.8)
OK. Bear in mind I have quite a large number of SDK changes locally. Did you start with patch 1.8.0.2? Potentially, your merging could speed up a merge with my version.

Also, I'm definitely not up for merging in RevDCM 2.8 as I have too many concerns about stability and bugs (I watch the RevDCM thread) plus we don't use hardly any of its features. If we want BBAI 1.01 then I think we should definitely merge in that alone.
 
I'm sold on the free great prophet on founding Shai Hulud / Mahdi / Qizarate for Religious.
Not sure about the extra move for missionaries though. It's a bit *shrug*.
Agreed. Lets do free prophet, forget about the weak missionary bonus.

Perhaps the Weirding Way promos can be enabled by Sisterhood Covenant like Ginaz Training
I'm not sure that this is a good idea. IIRC, Weirding Way is the advanced late-game melee booster, like the various other superior promotions for vehicles, guardsmen, hornets, etc. from the late-game techs.

I think this still needs to be generically available to anyone - with a different name if needed. We could play on the Harsh Conditioning theme for making tough melee guys, if needed.

And so this needs to go somewhere even if the tech is pruned.

Another thought: perhaps if the Bene Gesserit haven't built the Kwizatz Haderach by a certain stage in the game, then there could be a chance that the Fremen get him.
I don't think you should be punished for not getting your bonuses - not getting them is enough.

Cool. The strategy text is quite lacking and you're probably the most qualified person to write it...
I will try to finish up this weekend.

Also, I'm definitely not up for merging in RevDCM 2.8 as I have too many concerns about stability and bugs
Agreed! Dune Wars is very stable. Lets keep that.
 
OK. Bear in mind I have quite a large number of SDK changes locally. Did you start with patch 1.8.0.2? Potentially, your merging could speed up a merge with my version.

Also, I'm definitely not up for merging in RevDCM 2.8 as I have too many concerns about stability and bugs (I watch the RevDCM thread) plus we don't use hardly any of its features. If we want BBAI 1.01 then I think we should definitely merge in that alone.

Deliverator, hey man how are you??

well ,
i know about how you feel about the rev stuff, all i can say is that it holds many things to it - like good fixes of revdcm and more.
as i said, i wont ask for you to adopt it, but ill be updating it myself.

i can track all your changes easily by comparing to the vanilla 1.8, so its not a problem for me.

i am using the latest files of 1.8.0.2, and if i remember right - another small xml patch, after 1.8.0.2.

besides that, i have also updated your 1.8.x with the latest codes of bbai and many of the stuff in 1.8. so maybe you can use that one instead. im trying to keep the two version updated.

although, i have a small bug with the compile right now, something wont work - if you dont mind - id be happy if you can take a look at this:
http://forums.civfanatics.com/showthread.php?t=185155
the lopez is very kind to help me sort this one out so i can finish the wor. hope you can look at it, its something with the ladies ogre code.

p.s, ive merged in 2 sweet mod components that i really like - extra unit commands, and advanced diplomacy - they are really cool and you can read about them in the mod comp thread - they are both belong to afforess, i have played those 2 mods a few times, and they work like charm. but, again - for now its for my personal use, unless you wanna have them.

besides that, if you need to share some of the work, i can help.
 
like good fixes of revdcm and more.
But we aren't using most of RevDcm. Revolutions isn't in there, and the aspects of DCM that we use (many are disabled) seem to work fine. What is there to gain?

p.s, ive merged in 2 sweet mod components that i really like - extra unit commands, and advanced diplomacy
I don't see anything in Advanced Diplomacy that we really need. What's the point of forcing Embassy creation, or weakening open borders?

Could you please link to the extra unit commands you're talking about, I wasn't sure which thread that was.
 
Another thing I thought of adding to the do-to list; the offworld trade mechanic could *really* use some minor tweaks.
Specifically, I would:
a) Remove all the non-combat units. No transports, no spies, no mentats, etc. Make it just for soldiers. Other stuff you can build yourself.
b) Slightly increase the replenishment rate of the pool of units. Once you purchase the initial units, very few extra units enter the pool.

These would increase the utility and fun of this mechanic significantly.
 
like good fixes of revdcm and more.
But we aren't using most of RevDcm. Revolutions isn't in there, and the aspects of DCM that we use (many are disabled) seem to work fine. What is there to gain?

Quote:
p.s, ive merged in 2 sweet mod components that i really like - extra unit commands, and advanced diplomacy
I don't see anything in Advanced Diplomacy that we really need. What's the point of forcing Embassy creation, or weakening open borders?

Could you please link to the extra unit commands you're talking about, I wasn't sure which thread that was.

man....i dont understand you sometimes, "we dont have anything to gain" this is so wrong!

better ai improves the game no matter what you say, we use 0.82, the one i merged is 1.01, between those two versions, many fixes was made to the ai. its like wanting to drive a horse wagon then driving a car.

and cammon...ranged bombardment...everyone use that.
also you can have the air stuff that adds t6o the game.
you can use tech delusion, barbarian world, multiple production.

advanced diplomacy adds to the general fun, more types of agreements, the ability to trade contacts, trade units, have a right of passage instead of open borders and more.

i really fail to understand why you do not want to update the mod with more things that just add some more options that adds more interest to the game and more fun, which its all about.
we are the only mod that is behind on the updates, and to me that is plain stupid.

next thing youl say is - let go to patch 3.17, since - what do we gain from 3.19?

im sorry if it came out a bit harsh Ahriman, its not against you personal of course, im just trying to make a point and its just my opinion, and as i said, im not going to convince no one to use it, its mainly for my use and those who want to play it.
again, plz dont take this he wrong way.
 
better ai improves the game no matter what you say
Please read what I wrote.

I did not say anything about BBAI. I have no problem with that, as long as we are confident than any additions are stable.

I asked: what do we have to gain from improvements in RevDCM? This is entirely separate.

ranged bombardment...everyone use that.
We're intending to remove it. The AI has never used it as well as the player can, and so it is very hard to balance.

also you can have the air stuff that adds t6o the game.
And we have that already. Why do we need to update to a new version? The version we have works fine.

advanced diplomacy adds to the general fun, more types of agreements
I strongly disagree that more is always better.
For example: if the AI uses the weak open borders arrangements (that excludes movement of military units), then it might end up using this instead of open borders, which might inhibit the AI's ability to wage war by going through other civs' territory.

Also, a large part of open borders is the deliberate tradeoff; in order for me to get trade rights with you (eg because I'm Ecazi, with a ton of trade routes, and I really want the more valuable foreign trade routes, particularly to capitals of more civs which provide more valuable trade routes), I have to give up access to my territory.

Equally, requiring that the player have to set up an embassy before they can even sign open borders does... what exactly? Its just an extra step. How is that fun for the player?

i really fail to understand why you do not want to update the mod with more things that just add some more options that adds more interest to the game and more fun, which its all about.
we are the only mod that is behind on the updates, and to me that is plain stupid.

Equally, I do not understand your perspective. You seem to want to add on new features and new versions of modcomps just because they are new, or more, without making a case for any particular feature. I think that the risks of adding new stuff outweighs the benefits unless we can see a particular clear benefit.

next thing youl say is - let go to patch 3.17, since - what do we gain from 3.19?
Uhh, no, that would be ridiculous. We need to be compatible with core BTS. We do not need our entirely standalone mod to be compatible or at the same level as any other particular mod. The issues are entirely different.

And again, could you please link to the Extra Unit commands thread? I didn't see that when I scanned, so I'm not sure what this would add yet.
 
well, you got some strong points there,

your right about the r bomb, the ai wont use it like human.

the bbai, well glad we are in agreement - why didnt the mod moved to deliverators version 1.8.x? i didnt understand why - it wasnt working well?

advanced diplo, your right, i like having more stuff, for me its just more fun, and i choose what i add carefully, but, maybe your right, dune wars works well with the current diplo stuff, i just thought having more options is nice.

perhaps your right, im mainly interested in bbai more then the rest of the stuff.

about the extra commands - its nice, adds nice commands, but to tell you the truth, in gameplay, i didnt find my self using it much...
here you go:
http://forums.civfanatics.com/showthread.php?t=368841

sorry about the sarcastic stuff...

i think your right after reading your points.
 
No problem.

The unit automations are interesting. I personally don't see a strong case for adding them for the human player, but I never automate anything; not all players are like me in that respect.

Does the AI use them at all? It would be fantastic for example if we could set the AI to use Auto-Pillage with Ignores Danger off on say the Fremen Raider unit, or if we could get the AI to do a better job of setting its interceptor units in frontier cities.

Most are the others are things the AI already does by itself.
 
1.9 Beta Version I is out now. Here's a link.
 
Back
Top Bottom