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Welcome to Dune Wars

Discussion in 'Civ4 - Dune Wars' started by ChrisAdams3997, Oct 11, 2009.

  1. Deon

    Deon Lt. of Mordor

    Joined:
    Jan 13, 2008
    Messages:
    2,951
    Location:
    St.Petersburg, Russian Federation
    You didn't install 1.7.2.5, Giddion, right?

    Everything is fine there. You just build harvesters and your palace nets more gold for it.
     
  2. davidlallen

    davidlallen Chieftain

    Joined:
    Apr 28, 2008
    Messages:
    4,743
    Location:
    California
    Please keep this thread for release announcements. Further discussion is welcome on the 1.7 feedback thread.
     
  3. davidlallen

    davidlallen Chieftain

    Joined:
    Apr 28, 2008
    Messages:
    4,743
    Location:
    California
    Please see the first post in the thread for download details. There have been a number of incremental patches since 1.7.2 was released; this includes all of them. All of the changed files are included. As long as you have the base release of 1.7, it does not matter which other patches you may have. This will bring you up to date.

    The main excitement in the last couple of weeks was around spice commerce. In 1.7.1 we moved the spice bonus from corporations to the palace building. But the AI was not building enough harvesters. In 1.7.2 we moved the spice commerce bonus back to the corporation. But the human player was not allowed to build the corporation. In 1.7.3, thanks to an AI change by embryodead, we moved it back to the palace. Hopefully it will stay here now.

    There were also a number of tech tree changes and unit art changes. The later part of the tech tree is still under development; it works, but please see the late game tech tree thread for the latest discussion.

    Apart from the overlapping changes on spice commerce, there were five patches. I have collected the changes and sorted by affected area.
    * 1.7.2.1 by Ahriman (change list), (release note)
    * 1.7.2.2 by deliverator (release note)
    * 1.7.2.4 by deliverator (release note)
    * 1.7.2.5 by deliverator (release note)
    * 1.7.2.6 by deliverator (release note)

    Art changes
    * New Unit Art for Harkonnen Howitzer, Fish Speaker, Laza Tiger, No Ship, Monitor Warship, All Suspensors apart from Carrier (1.7.2.4)
    * Changed the Main Menu a bit. The moons are now smaller and should no longer flicker on some orbits. I've also added a little slide show of images to help set the Dunish flavour - I plan to add a few more. (1.7.2.4)
    * Reskinned the Water Enviroment backdrop for the Pedia. (1.7.2.4)
    * Fixed CHOAM holy city gamefont (1.7.2.5)
    * Brightened-up Shai Hulud religion icon and gamefont (1.7.2.5)
    * Made Mahdi gamefont background consistent with new icon, still to fix Mahdi building icons (1.7.2.5)
    * Minor fix to Great Processor icon (1.7.2.5)
    * Fixed Main Menu slide show and added 3 new slides (1.7.2.6)

    Unit changes
    * Change Fremen Scout from class guardsman to class melee. (1.7.2.1)
    * Change Fremen Scout tech pre-requisite to exploration. (1.7.2.1)
    * Laza Tiger no longer replaces Master Guardsman, now has national limit 5, still only available to Corrino. Added penalty versus Suspensors (they already have penalties to City Attack and Defense) (1.7.2.4)
    * Thopters and Suspensors can attack and capture cities again! (1.7.2.6)
    * Monitor Warship can no longer be built conventionally - you must build the 5 Monitor Projects then it will appear in your capital city. (1.7.2.6)

    Building changes
    * Pilot school cost reduction from 190 to 90 (1.7.2.1)
    * Spice silo cost reduction from 130 to 70 (1.7.2.1)
    * Feudal estate culture increase 2 to 3 (1.7.2.1)
    * Make computerized research facility and automated factory require Tecnocracy religion (1.7.2.1)
    * Rename current Water Souk at Solaris Economy to Merchant Quarter. (1.7.2.2)
    * New Water Souk at Water Economy gives +1 trade route, +25% trade route yield. (1.7.2.2)
    * Spotter Control at Sandworms gives +1h1c for desert tiles. (1.7.2.2)
    * Drop Weather Scanner. (1.7.2.2)
    * Building the Great Convention Breached! Wonder now gives 3 Atomics in your capital city. (1.7.2.6)
    * CHOAM Headquarters weakened, now only provides +2 commerce per Spice. (1.7.2.6)

    Tech tree changes
    * Push windtrap water bonuses back to climate controls and arrakis transformation (1.7.2.1)
    * Push deep mine, desalination to refining techniques. (1.7.2.1)
    * Move first hammer bonus for turbine and solar farm to desert industry, second remains at military-industrial complex. (1.7.2.1)
    * Desert Plantation -> water economy (which gives +1 water from windtraps (moved from Arrakis habitation) and Qanat and New Water Souk. (1.7.2.2)
    * Water economy -> way of Liet. (1.7.2.2)
    * Way of liet -> adapted agriculture (plantation and insect farm boosts) (1.7.2.2)
    * Adapated agriculture -> planetary ecology (1.7.2.2)
    * Included NeseryozniyVET's Dynamic Tech Advisor. Commented out two lines in Config/init.xml as advised. (1.7.2.4)

    Terrain, improvement changes
    * Cottages give +1c (not +1h) with fresh water (1.7.2.1)
    * Remove multiple level turbines, now just a single turbine. (1.7.2.1)
    * Turbine. On mesa only. 2h, +1 hammer with 2 tech. (1.7.2.1)
    * Solar plant on graben, flatland. 1h1c, +1 hammer with 2 tech. (1.7.2.1)
    * Change polar terrain to 1w1h instead of 2w. (1.7.2.1)
    * The iAITradeModifier has been set to -100 for the Spice to stop the AI doing any trades involving spice. (1.7.2.6)

    Civic changes
    * Remove Slavery civic bonus to deep mines and core mines (1.7.2.1)
    * Change harvester slavery bonus to commerce not hammer (1.7.2.1)

    Civilization changes
    * Change Atreides starting tech desert survival to exploration, start with a scout. (1.7.2.1)
    * Change Fremen to start with mysticism instead of exploration (to make more competitive for Shai Hulad with BGs). Stay starting with a single scout though. (1.7.2.1)
     
  4. Deliverator

    Deliverator Graphical Hackificator

    Joined:
    Feb 12, 2008
    Messages:
    3,669
    Location:
    London, UK
    Presenting... Dune Wars 1.8!

    Rather than go through everything that has changed since version 1.7 in detail (which would take a long time), here are some screenshots and headlines.

    Screenshots

    Spoiler :







    Headline Changes since 1.7

    + Big overhaul of the tech tree with the aim of making the flow of the game more logical and thematic, and keeping the late game interesting. Details in this thread.

    + New Units: including Fish Speaker, Harkonnen Howitzer, Monitor Warship and Cymek

    + New Buildings: including Factory, Spice Silo, Palmery, Merchant Quarter, Jihad Veterans' Barracks, Semuta Den, Commodities Exchange, Pilgrimage Site

    + New Wonders: The Hajj, The Great Keep and Great Convention Breached! (Atomics)

    + New Terrain Features: Peaks, Outcrops and Forests from terraforming

    + New Melting Lens Improvement: You can now terraform the polar regions.

    + New Moisture system for controlling terraforming and the no-go areas for worms and spice.

    + Worms now break through the sand when they destroy harvesters.

    + Lots of new units art: Solider, Infantry, 5 new Suspensor Craft, Shai Hulud Sayyadina, Great Prophet, Mentat, Heavy Scorpion, Roller, Missile Launcher, Laza Tiger, No Ship, Kindjal Infantry, Ordos Chemical Trooper, Ordos Heavy Trooper, Harkonnen Heavy Trooper, Harkonnen Howitzer, Monitor Warship.

    + Lots of refinement to Dune Encyclopedia content, more Quotes, etc.

    + Better city placement by the AI

    + Collection of spice revenues now happens directly at your palace without requiring the use of Corporations

    >>>>>>>>>>> DOWNLOAD DUNE WARS 1.8 HERE <<<<<<<<<<<<

    Enjoy. :)

    For more detail on the changes since version 1.7, see the following CFC posts:

    Patch 1.7.1 Release Note

    Patch 1.7.2 Release Note

    Patch 1.7.3 Release Note

    Patch 1.7.3.2 Release Note

    1.8 Beta Release Note
     
  5. dammitbiscuit

    dammitbiscuit Chieftain

    Joined:
    May 3, 2010
    Messages:
    19
    This is extremely exciting!

    I registered so that I could search the forums and make a suggestion in a Star Trek mod thread. But then I clicked a link, and followed a link there, and wandered about... and now I'm here! Trek will definitely have to be put on the back burner, both because this mod is clearly more fleshed out, and Dune is more brutal and exciting than the Federation.

    Thanks for all the hard work guys! Assuming I successfully understand how to install and use mods (this'll be my first one, despite my initial intention to start with Star Trek), I will report back to this thread in a day or two with my initial impressions!
     
  6. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
  7. White Elk

    White Elk 99 > 1

    Joined:
    Jan 9, 2002
    Messages:
    2,123
    Location:
    Pacific Northwest, USA
    WOW! To quote a Fremen saying... "Bless the Maker and all His Water."

    I gotta get my Civ4 capable machine running again!! This looks great!
    I've recently reread to Chapterhouse, and am currently reading Hunters of Dune.
    Once again I'm immersed in this world. Roleplaying in it via Civ4 would be awesome.
    Thanks for this game!
     
  8. db0

    db0 Bane of Misoids

    Joined:
    Aug 31, 2010
    Messages:
    89
    Location:
    Somewhere far beyond...
    Hello there. I just registered to post this: This is one the best goddamn mods ever.

    Btw, I noticed that there's a lot of flavor text missing in the civilopedia, do you need any help with this?
     
  9. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    Thanks for the praise, and welcome to CFC.

    Yes, absolutely. This is just something I'm starting to work on now. Suggestions would be greatly appreciate. There is a list in this post of of all the flavor text we're missing: http://forums.civfanatics.com/showpost.php?p=9543498&postcount=45
     
  10. Deliverator

    Deliverator Graphical Hackificator

    Joined:
    Feb 12, 2008
    Messages:
    3,669
    Location:
    London, UK
    Dune Wars 1.9 is released. See here.
     
  11. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,134
    Location:
    israel
    as usual , superb work,

    thank you for keep updating the mod.

    i salute you.
     
  12. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
  13. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
    Download Patch 1.9.4 Beta1 Here

    Installation Instructions
    This patch includes patches 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 instal(download here)l or onto any already patched installation of 1.9.1.

    Description and Changes
    I'm releasing this initially as a 1.9.4 Beta1 patch, mostly because I want to get some feedback on the espionage mission difficulty balance and check for any bugs before announcing it as a finalized 1.9.4. It's been stable in testing, so no worries there.

    The full change log is in the spoiler below, if you're not interested in the technical details, the most important gameplay changes are in bold. The vast majority are just small fixes, rebalancing, or polish.

    Spoiler :
    Misc Changes
    - fixed slig contract help
    - Oppression gives bonus to all mine upgrades
    - Change Civics Popup checks for CivPrereq (Oppression)
    - Carrier Loaded Wasp interception fix
    - Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
    - Zeal promotion tags working
    - ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
    - ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city​
    - Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
    - This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
    - A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...​
    - New homeworld units have to wait a turn before making thier first move

    Unit Changes
    - Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
    - slaves turned to workers on capture
    - slaves given weak hurry production ability
    - thopter's disabled from capturing cities/workers (dependant on feedback if this will be kept)
    - later Suspensor units require holtzman generator tech to be built
    - all thopters get flank attack verse maula mortars
    - copied ExperiencePercent tag from promotions (Leadership) to units
    - Ordos spies start off with 50% experience percent bonus using the above tag
    - several balance tweaks to city raider and zeal promo lines
    - Inquisitor unit is out until the next patch when I can sort through it

    Building Changes
    - Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
    - filmbook archive gives 1 free scientist, 6 research
    - Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
    - Order of Mentats cost reduced (850 to 600)
    - Guild Research Facility gives 2 research per spice
    - Chamber of Visions gives 2 espionage per spice
    - Academy(from great scientist) weakened to 35% science
    - University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
    - Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
    - fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
    - Spotter Control cost reduced (180 to 120)
    - New early game culture building - 'political office'
    - available without any technologies (not available to fremen)
    - costs almost as much as a monument
    - gives 1 culture
    - designed as a weaker alternative to 'having' to research faith early​
    - Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

    Promotion Changes
    - buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
    - Ducal Guard gets additional 15% combat mod
    - Order of Ag. gets additional 10% combat mod​

    - Limited Promos now show how many you have left, not how many you can have
    - Financial and Espionage Mentats buffed:
    - Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
    - Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
    - Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city​
    - reworking worm related promos
    - gave sandrider promo 100% combat mod against worms
    - thumper gives 900% (from 1000%)
    - **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
    - modest 40% combat mod against worms for desert 1 & 2 (might not keep this)​
    - ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

    Espionage changes
    - stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
    - stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
    - Buildings with Spy Defense actually contribute to spy detection based on their bonus%
    - before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
    - now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
    - uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered​
    - counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
    - security promos still only available to same civs as before
    - counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
    - spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
    - spies recieve fractional xp based on difficulty of mission
    - fixed game text to show dexterity bonus to mission cost
    - internal changes to the way dexterity and stealth operate (to match their original intent better)
    - Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
    - Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught​
    - Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
    - Spy missions that create a building check to see if the building is already in the city
    - Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
    - All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
    - Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt


    For any bug reporting/feedback, please go to the DuneWars Patch 1.9.4 Thread in the Dune Wars forum
     
  14. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    I love that you are tweaking espionage. We never *quite* got this working right.

    To me, the real test for Espionage is if it can be adjusted such that the AI really uses it effectively, so that if you don't invest in EP production, the AI *will* hurt you with significant and flavorful espionage missions.
     
  15. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
    Well, the real test is if it's fun for the player ;), but yeah, that's a good secondary goal that contributes to the enjoyment for many players :)
     
  16. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,134
    Location:
    israel
    ChrisAdams3997,

    your doing a wonderful job,
    im happy you start engine this mod, thank you.

    p.s.

    does anyone know if the mod is multi player compatible?
     
  17. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    Fun for the player to use, yes, but also fun for the player to have used against them. Its not really a great mechanic if only the player can use it.

    The big risk is in making it so strong for the AI that it is too hard to fight against, and so the human player gets frustrated.
     
  18. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
    lol, don't worry, we're on the same page here. I said 'fun for the player', not 'fun for the player to use' ;). Part of that fun is seeing a capable AI bite back sometimes. Right now, as long as they are producing enough espionage points, the AI does a good job of recognizing threats and allocating EP's against them. I had a fun points duel with the Corinno in a recent Bene Gesserit test game.

    The unitAI for spies, well, I'll have to do some work on it at some point :rolleyes:. But I have seen a number of cases of pretty much all the different missions used against me except perhaps 'annex city'. Don't think we should let the AI use that one against a player, might void the warantees on a couple of player's monitors that way :p.

    At the same time we have to make sure there are enough flavorful options for each civ/unit for the player to use, and that we're providing a few promotion options as well.

    Anyway, we need to move discussion out of the welcome thread, but I'll be getting into ideas for espionage in the next week or two in the feedback thread probably.
     
  19. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
    Thanks :cool:

    I know Deliverator was trying to get it multi-player compatible when he put together 1.9.1, which is of course the current full version before patches. I don't know if it is or not though, and since I don't play multi-player I have no way to test it. But if you try it, let us know what happens.
     
  20. ChrisAdams3997

    ChrisAdams3997 Chieftain

    Joined:
    Jun 5, 2010
    Messages:
    394
    Location:
    Houma, LA
    Download Patch 1.9.4 Here

    Installation Instructions
    This patch includes patches 1.9.1.2, 1.9.2 and 1.9.3, so it can be installed directly on top of a fresh 1.9.1 install(download here), no previous patches necessary, or onto any previously patched installation of 1.9.1.

    There are a lot of small changes in this patch moving from 1.9.3. The main focus has been catching and fixing the many small text and xml bugs and omissions, making the text and interface clearer where possible, some necessary balance changes, fleshing out existing systems, and finishing some unfinished ones from earlier releases. There has also been a real push to flesh out and balance the unique espionage system started by Deliverator and Ahriman (amongst others?) and incorporate some of the new possibilities afforded by fractional experience in that area. Players should find that the spy game is a little deeper, promotions do what they are advertised to do, and there is no such thing as a 100% chance of success :nya:. There's still more work coming in this area in the next patch, but I'm proud of what's been accomplished so far.

    A big thanks to everyone one who's contributed on the forums, even if only with comments and suggestions (even those I've disagreed with :p), and of course thanks to Deliverator for his contributions, good to have you back ;). And you to Ahriman :).

    1.9.4 Beta1
    Spoiler :

    Misc Changes
    - fixed slig contract help
    - Oppression gives bonus to all mine upgrades
    - Change Civics Popup checks for CivPrereq (Oppression)
    - Carrier Loaded Wasp interception fix
    - Faurfreluches adds two of each valid specialist type instead of unlimited (for noblemen/techmen/merchants -- same specialists as before)
    - Zeal promotion tags working
    - ForeignPlotModifier: gives %bonus to combat strength when in enemy territory
    - ForeignCityModifier: gives %bonus attacking/defending cities based on the ]%foreign culture in the city​
    - Fighting barbarians can give great general points now, but you only recieve half the normal amount, and the Imperial trait doesn't double it
    - This means only battles that will give at least 2xp or more to your unit will give even 1 great general point
    - A unit has to earn 4xp or more to get 2 great general points, it adds up very slowly...​
    - New homeworld units have to wait a turn before making thier first move

    Unit Changes
    - Tweak to Beesting Interceptor's Wasp UnitCombat Bonus (50%->60%)
    - slaves turned to workers on capture
    - slaves given weak hurry production ability
    - later Suspensor units require holtzman generator tech to be built
    - all thopters get flank attack verse maula mortars
    - copied ExperiencePercent tag from promotions (Leadership) to units
    - Ordos spies start off with 50% experience percent bonus using the above tag
    - several balance tweaks to city raider and zeal promo lines
    - Inquisitor unit is out until the next patch when I can sort through it

    Building Changes
    - Air/Nuke Defense moved from Water Cache to Guard Station(10%)/Force Shield(40%)
    - filmbook archive gives 1 free scientist, 6 research
    - Fai Water Tribute cost reduced (850 to 800), effect increased slightly (5% to 8%)
    - Order of Mentats cost reduced (850 to 600)
    - Guild Research Facility gives 2 research per spice
    - Chamber of Visions gives 2 espionage per spice
    - Academy(from great scientist) weakened to 35% science
    - University of Arrakis becomes National Wonder(House Academy), bonus reduced (100% to 85%)
    - Great Spy building gives only 75% bonus to EP's(from 100%), +2 experience to spies built in the city
    - fVisiblePriority fix for House Shield Generator and Force Shield buildings (should always show up now)
    - Spotter Control cost reduced (180 to 120)
    - New early game culture building - 'political office'
    - available without any technologies (not available to fremen)
    - costs almost as much as a monument
    - gives 1 culture
    - designed as a weaker alternative to 'having' to research faith early​
    - Re-textured a couple of buildings (Atreides Palace no longer looks like it's made of plywood :D)

    Promotion Changes
    - buffed Atredies National Promos, now add in addition to previous effects %combat like a combat promo
    - Ducal Guard gets additional 15% combat mod
    - Order of Ag. gets additional 10% combat mod​

    - Limited Promos now show how many you have left, not how many you can have
    - Financial and Espionage Mentats buffed:
    - Fin. gives 5 gold & +20% gold / 8 gold & +35% w/ Sapho Juice
    - Esp. gives 5 ep & +15% ep / 10 ep & +25% w/ Sapho Juice
    - Esp. also gives 1xp (2xp w/ Sapho) to spies built in the city​
    - reworking worm related promos
    - gave sandrider promo 100% combat mod against worms
    - thumper gives 900% (from 1000%)
    - **planned** python function giving thumper at random to high xp sandrider units (fairly rare)
    - modest 40% combat mod against worms for desert 1 & 2 (might not keep this)​
    - ginaz 1 & 2 given 10% city attack each (balancing against CityRaider promo line, may be too much)

    Espionage changes
    - stealth promos act as a negative multiplier to chance of being detected (updated AI weight) instead of subtraction from detection chance
    - stealth promos changed to 35%(I), 30%(II), and 25%(III) (meaning with all 3, a unit is 90% less likely to be caught than without)
    - Buildings with Spy Defense actually contribute to spy detection based on their bonus%
    - before, any building with spy defense was treated the same as having a spy stationed in the city with a flat 15% bonus to detection, regardless of spy defense bonus
    - now uses a formula to detirmine spy detection bonus based on spy defense, stackable with stationed spy unit
    - uses a diminishing returns function that prevents too many stacked bonuses from becoming overpowered​
    - counterespionage mission available to all without security promo, security 3 is gone, security 1 & 2 add to visibility and enemy spy interception, counterespionage bonus
    - security promos still only available to same civs as before
    - counterespionage no longer always 100% success rate (difficulty mod changed from -100% to 0%)
    - spies get experience (fairly small amounts) when in enemy territory based on chance of being caught
    - spies recieve fractional xp based on difficulty of mission
    - fixed game text to show dexterity bonus to mission cost
    - internal changes to the way dexterity and stealth operate (to match their original intent better)
    - Stealth makes getting caught in enemy territory less likely, and has a moderate impact on mission success (was quite overpowered in mission success before)
    - Dexterity gives bonus to mission cost without having to fortify as long (or not at all with dexterity 3), and gives significant bonus to mission success, however unlike stealth gives no bonus against being caught​
    - Spy experience (independent of promotions) gives a moderate bonus to evasion chance/mission success
    - Spy missions that create a building check to see if the building is already in the city
    - Atreides recieve free 25% espionage defense in cities (changable in GlobalDefinesAlt)
    - All civs recieve a minimum city espionage defense without buildings or spies(set to 5% for now). This is for balancing early game mission difficulty(adjustable in GlobalDefinesAlt).
    - Early game non-passive mission cost scaling based on percentage of game turns completed. The discount and over what range of turns it phases out are all adjustable in GlobalDefinesAlt

    From Deliverator
    Spoiler :
    + Inquisitors reinstated and can be used to purge non-state religions from cities. (The unit AI is working fine whether the production AI python works I haven't tested, but everything is at least as good as it was in 1.9.)

    + Fixed the Sandstorm visibility issue - this was due to the fact that the Python to redraw the sandstorm effect got lost in the 1.9.1 Better BUG AI rebuild.

    + Changed the Sandstorm movement code so they move roughly in an inward anti-clockwise spiral.

    + Sandstorms are now more prevalent - the amount is now calculated based on the number of ocean tiles rather than all map tiles. If there are now too many then it is simply a question of increasing the 25 in this line from DuneWars.py, StormAddSubtract function.

    + Sandstorms now die after entering Polar Desert Waste.

    Code:
    iStormWant = (len(self.lOcean) / 25) - len(lStorms)
    + Thopter units now only have a 10% chance of surviving Sandstorms

    + Fixed missing combat sounds for the Suspensor Units and Ordos Chemical Trooper (finally).

    1.9.4
    Spoiler :
    • Spiritual Trait help text updated to include information on free great prophets when founding certain religions (thanks KHM for catching that)
    • Small fixes and balance to espionage mission difficulty/experience earned
    • Fixed Bene Gesseret 'Annex City' Crash
    • Collateral Damage for Grenade Troopers fixed
    • Fixed bug preventing city borders from popping Goody Huts
    • Desert Promo text/AI improvements - works on spice now
    • Thopters allowed to capture cities again (see GlobalDefines note below)
    • Several unbalanced unit costs fixed
    • Spice icons removed from general resource layer display (see GlobalDefines note below)
    • Special Spice layer in globe view
    • Siege units have special Drill Promo Line of their own (more potent, only three promos)
    • Standard Drill Promos moderately better than before
    • Civic Costs increased across the board by about 50% (experimental)
     

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