OpenXcom Forum

Modding => Work In Progress => Topic started by: clownagent on September 20, 2014, 03:23:44 pm

Title: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: clownagent on September 20, 2014, 03:23:44 pm
Update by Meridian: updated to be compatible with newer OXCE versions

"Land of Sand" - DUNE Total Conversion

This mod should become a DUNE total conversion in the future and is now WIP. The player takes the role of the Fremen.
The mod provides a desert planet with Harkonnen and Sardaukar to fight and some technology from the Dune Universe.
The game can be finished, however, it is lacking some content and balancing.

Mod files are attached to this post.

Features:
- Desert globe
- New equipment
- Enemies are Harkonnen, Sardaukar, Smugglers, Spacing Guild
- Changed research and manufacturing
- Changed text, backgrounds, cutscenes


Installation:
- Install OXCE (https://openxcom.org/forum/index.php/topic,5258.0.html)
- Download the .zip file attached to this post and unpack it into the mods folder
- Choose LandOfSand as master mod
- Only EN-US language supported



Credits:
- Tools
  - Falko's mod tools used for globe modification and all kind of sprites (http://falkooxc2.pythonanywhere.com/)
  - MCDEdit (https://www.ufopaedia.org/index.php?title=MCDEdit)
  - Mapview (http://openxcom.org/forum/index.php/topic,1321.0.html)
- OXCE+ by Yankes and Meridian
- Sprites, sounds, maps, ruleset code etc:
  - robin (lots of graphics from "MIB" and "From the Apocalypse")
  - Dioxine (lots of graphics and sounds from Piratez mod)
  - XOps (graphics from Xeno Operations Mod)
  - Solarius Scorch (FMP)
  - Hobbes (Hobbes terrain pack, Aea51)
  - jackstraw2323 (War of shadows)
  - Ryskeliini (weapon sprites, explosion)
  - Chiko, civilian, luke83, ascadix, Aldorn, yrizoud, Ran (laser weapon sprites, clips, clip ruleset, red beam etc.)
  - civilian (sand city terrain)
  - robin/Meridian (Smoke)
  - IvanDogovich (ImprovedHandobs)
  - Hellrazor (Alternate Lightning Thunder)
  - Sporb (UFO2000 graphics, Sonic weapons)
  - Dolphman (ripped Dark Legions sprites)
  - Tollworkout (Antman Mod)
- Ufopedia texts, backgrounds, cutscenes
  - http://dune.wikia.com/wiki/Main_Page and wikipedia.org
  - Background images from various internet sources
- Music: Toto


Changelog:

Ver. 0.28
- Fixed more bugs for corpse recovery
- Fixed some bugs in research strings


Ver. 0.27
- Fixed bug for corpse recovery


Ver. 0.26
- Compatibility updates


Ver. 0.25
- Added enemy units: Atreides Defector, Atreides Officer, Guild Servant
- Added HWP: Distrans Bat
- Added a few resource items
- small improvements


Ver. 0.24
- Use Mudranger as enemy craft
- Added Bene Gesserit as enemy unit
- Two soldier types available: Normal and Fedaykin.
- Small fixes


Ver. 0.23
- Added two Sardaukar ships (graphics from XOps)
- Updated mission scripts
- Added items: Spear, javelins (from PirateZ)
- Fixed some smaller issues


Ver. 0.22
- Added region labels (thanks to Meridian)
- Revised research and ufopedia entries
- Changed visibility at night
- Revised Drifter map


Ver.0.21
- New Enemies: Smuggler Thug, Smuggler Rogue, Smuggler Drone
- New Items: Taijur Bomb
- Added more cities on globe
- Cleaned up ufo interception images
- Revised mission zones and mission scripts


Ver.0.20
- Updated OXCE+ EXE
- Added Spacing Guild as faction. (Units are from robin's Apocalypse mod and Tollworkout's Antman mod)
- Updated Ufopedia
- Exchange some item graphics from robin's apocalypse mod (Rifle, Pistol, Launcher, Glowglobe, high explosive)
- New items: Kindjal, Tech guns, cutter ammo (graphics from XOps and dioxine)
- Small graphics fixes
- Added stun and wounded indicators from Piratez mod
- Removed timer from most grenades
- Added Harkonnen Slave as unit
- fix a bug with melee weapons (clipsize -1)


Ver.0.19
- Updated OXCE+ EXE
- Updated some Ufopedia images with new palette
- Fixed an error with life bloodhound capture (thanks to Meridian)
- Added a spice harvester mission (Harvester map from Dioxine's Piratez mod)


Ver 0.18
- Added intro slideshow
- Added ufopedia planet informations
- Added wavy desert (from XOps)
- Added Sardaukar terror unit
- Small manufacture and research changes
- Added spotter team as craft
- Change to OXCE+ EXE from Yankes and Meridian
Title: Re: [GLOBE] random desert world
Post by: MKSheppard on September 20, 2014, 04:23:28 pm
The Spice Must Flow!
Title: Re: [GLOBE] random desert world
Post by: arrakis69ct on September 20, 2014, 05:28:31 pm
Ohhhh arrakis is coming. Breed the worms jajajaja

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Title: Re: [GLOBE] random desert world
Post by: BlackLibrary on September 20, 2014, 06:24:20 pm
The Spice Must Flow!

Now that would be an awesome mod.  Fremen fighting offworlders and the CHOAM corporation!  Perfect scenario. 

Technology tree makes sense:
Lasguns
Ixiam Probe or a T-Probe= Mind Probe
Psionics
Ornithopters
Stillsuits
...of course...we got to have Weirding Modules!

Too awesome...
Title: Re: [GLOBE] random desert world
Post by: Yankes on September 20, 2014, 07:15:26 pm
Now only we need support for multiple globes (and maybe galaxy map) :)
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 20, 2014, 09:24:08 pm
One planet comes right to my mind when I look at the desert Geoscape:

(https://static.giantbomb.com/uploads/scale_small/0/4866/192066-mars.jpg)
Title: Re: [GLOBE] random desert world
Post by: NoelBuddy on September 20, 2014, 09:32:59 pm
One planet comes right to my mind when I look at the desert Geoscape:

(https://static.giantbomb.com/uploads/scale_small/0/4866/192066-mars.jpg)

Mod where you defend Mars from the invading humans culminating in launching a battleship directly at the ali.. er.. Xcom base for a two stage mission to assassinate their funding council?
Title: Re: [GLOBE] random desert world
Post by: arrakis69ct on September 20, 2014, 10:43:45 pm
20 years ago of the invasion the aliens are return arrghhhh ufo afterlight

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Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 20, 2014, 10:54:42 pm
Mod where you defend Mars from the invading humans culminating in launching a battleship directly at the ali.. er.. Xcom base for a two stage mission to assassinate their funding council?

Or a mod where the XCOM force send to Mars on the Avenger has first to discover the exact location of the alien base on the planet. :)
Title: Re: [GLOBE] random desert world
Post by: Falko on September 20, 2014, 11:38:19 pm
here an idea i had for some time
humans finish cydonia mission
brain cant send a signal to awake the tftd aliens (coincidence moon between mars/tlethposition =no direct sight? )
so it reactivates a project that was in stasis for some time
the goal was a independent strategic mind based on human physiology
but it was abandoned because an independent mind was not as controllable for the brain
in its death it reactivates the alien brain wakes up this project
the "new human" is still loyal to the alien cause
and now that the human is reactivated its main goal is revenge
we encounter multiple problems:
the humans attack/salvage structures on the planet mars

the death of the brain compromised the energy delivery structure and it can only deliver part of it maximal output (the alien sign for energy is "$" :) )
humans try to destroy energy structures/output (less funding)
better defense of structures gives autorepair time to fix the damages and give more energy

all existing "normal" alien are idiots now like = civilian stupidity level - the bad humans kill these poor aliens

you as the (sole?) human can clone/manufacture/research new soldiers that are connected to the human brain (these aliens are hwps with research more aliens are available)

only the human (soldier) can learn get better stats

you can convert energy to elerium for a high cost
you can optional convert human corpses for cheaper elerium something about stomach acid is a catalyst in the production (there was a reason for all the dead cows!)

end goal is to create a space ship from that allows us to fly to a deep sea drilling station, board it and send a signal with human technology to awake tftd aliens

restriction:
- new soldiers/humans  are exceptional expensive (you start with 1 or at least only a small group and no chance to increase the number) the alien-humans have better stats and can get at least double the stats of a normal human with time but for that you need to bring them to missions thats a risk because..
- if all humans on your side die you loose (restriction not in code)
- you must at least take one human with you to the final mission human/alien hybrid mind cant control aliens through million of miles (restriction not in code)


Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 21, 2014, 01:43:43 am
Falko, your idea is good but I just was never much interested in a 'play as aliens' mode. In any case, the thing would be to first try to adapt the existing game mechanics to such a project. Thinking a bit more about an XCOM game based on Mars, here's some ideas.

1) 'Final Mission' scenario- The interrogation of the Alien Commander has confirmed the location of the alien command center on Mars although the specific location is unknown. The objective is to detect the base and destroy it, using the limited resources (soldiers, weapons, ammo) available on the Avenger.
2) 'Aliens Redux' scenario Several years after the end of the war, Earth probes detect another alien presence on the Red Planet. A mission is launched using the best available technology (nothing that uses Elerium).
Title: Re: [GLOBE] random desert world
Post by: yrizoud on September 21, 2014, 06:42:04 pm
On such an arid planet, the slow transports can be wheeled / tracked vehicles - there's no longer the issue of crossing oceans.
Title: Re: [GLOBE] random desert world
Post by: Solarius Scorch on September 22, 2014, 12:02:39 pm
On such an arid planet, the slow transports can be wheeled / tracked vehicles - there's no longer the issue of crossing oceans.

At 50 knots, that'd be some journey... :)

Epic.
Title: Re: [GLOBE] random desert world
Post by: Edrick on September 23, 2014, 05:39:12 pm
Well, they had Ornithopters (Interceptors) and Carryalls (Skyrangers) in Arrakis, now, didn't they?
God, the idea is too good to be ignored. Is anyone willing to make a Dune mod for X-COM? "Defenders of Dune"? "Paladins of Dune"? "Fedaykin of Dune"? Maybe "The Dune crusade" or "The spice crusade?"
If I'm not mistaken, Dune/Dune II/Dune 2000 for DOS/PC might have many assets reusable for this. And, that "shield" currently-in-suggestions mod would fit like a glove.
Title: Re: [GLOBE] random desert world
Post by: Dioxine on September 23, 2014, 06:51:25 pm
Start drawing sprites and it'll eventually happen :) Forcefields would really influence tactics, making some units immune to firearms...
Title: Re: [GLOBE] random desert world
Post by: NoelBuddy on September 23, 2014, 07:32:12 pm
And, that "shield" currently-in-suggestions mod would fit like a glove.

Can we make it so that if you shoot an energy weapon as a unit with an active shield there is a random chance that :

A) the unit with the shield blows up
B) the unit with the energy weapon blows up
C) both units blow up

'cause that's why the fate of the universe winds up boiling down to a knife fight in the end.
Title: Re: [GLOBE] random desert world
Post by: Edrick on September 23, 2014, 07:40:45 pm
+1. And the worms. Remember Shai-huluds seek the shield users in a frenzy to devour them.
Anyways, I imagine the way to deal with power-armored, gatling laser-boasting, shield-covered Harkonnen troopers would be the same than with Trader Bodyguards: ol'sledgehammer in the face.
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 23, 2014, 09:55:35 pm
Start drawing sprites and it'll eventually happen :) Forcefields would really influence tactics, making some units immune to firearms...

IIRC in Dune, force field + laser beam hitting it = nuclear explosion :)

That's why knives and swords were so popular.
Title: Re: [GLOBE] random desert world
Post by: yrizoud on September 23, 2014, 10:02:30 pm
I'm not very convinced with trying to tie it to the Dune lore, because the XCOM system is based a lot on the player's faction slowly mastering the technology of the opponent. It would feel awkward to see player-controlled Fremen mimic Imperial technology, or player-controlled Atreides mimic Harkonnen technology.
However, an original setting based on earthling settlements on Mars would be lovely. And easier to adapt to XCOM game :)
Title: Re: [GLOBE] random desert world
Post by: Edrick on September 23, 2014, 11:29:36 pm
I'm not very convinced with trying to tie it to the Dune lore, because the XCOM system is based a lot on the player's faction slowly mastering the technology of the opponent. It would feel awkward to see player-controlled Fremen mimic Imperial technology, or player-controlled Atreides mimic Harkonnen technology.
However, an original setting based on earthling settlements on Mars would be lovely. And easier to adapt to XCOM game :)


In fact, in Dune it is told how Paul introduces Fremen to ornithopters, lasguns and such (IIRC). And I can guess someone could take certain liberties with the Duniverse: look at Dune II, and its tanks, and power-armor-clad Harkonnens with gatling lasers. I don't recall reading that anywhere and still it worked nicely.

The martian part sounds groovie to me. I immediately thought of Ray Bradbury's Martian Chronicles. I don't know why, but Gollop's plasma weaponry and Bradbury's dark, golden-eyed martians blend perfectly in my mind. Now we only need some kind of "mod fairy" willing to do all that *sigh*.
Title: Re: [GLOBE] random desert world
Post by: BlackLibrary on September 24, 2014, 12:45:39 am
IIRC in Dune, force field + laser beam hitting it = nuclear explosion :)

That's why knives and swords were so popular.

You are 100% correct.  Although on Arrakis, the threat was also from the Sandworms.  Use it too long, and it infuriated Sandworms from all over to attack. 

We're talking personal shields...so the effect was subatomic and lethal to both the shooter and the shielded.  (In our suicidal world today, you'd have countless fools shooting anyway, however...)

But I digress...
Title: Re: [GLOBE] random desert world
Post by: Dioxine on September 24, 2014, 03:32:02 am
IIRC in Dune, force field + laser beam hitting it = nuclear explosion :)

That's why knives and swords were so popular.

I preferred to keep quiet about this Herbert's particular idiocy... who needs nuclear weapons if you can make a nuclear-equivalent IED out of 2 relatively inexpensive pieces of military hardware...
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 24, 2014, 05:35:04 am
I preferred to keep quiet about this Herbert's particular idiocy... who needs nuclear weapons if you can make a nuclear-equivalent IED out of 2 relatively inexpensive pieces of military hardware...

To me it is well explained on the internal politics of the Empire and the Landsraad (the council of the great houses).

The Great Convention in the Dune universe (the treaty that created the empire) dictates that "Use of atomics against humans shall be cause for planetary obliteration". While at the same time "A lasgun-shield explosion was a dangerous variable, could be more powerful than atomics, could kill only the gunner and his shielded target." (quoting from the first Dune novel).

So you really don't want to provoke a nuclear explosion through lasers and shields - if the blast was big enough, your enemies on the Landsraad would most likely claim that atomics were used and demand your house to be exterminated.

To us in the modern western world, this whole logic of limiting casualties through restricting the use of some technologies might sound crazy but there were several cultures in the past that set ritualized rules for warfare, like the Zulus (pre-Shaka, his genius was precisely to get rid of the cerimonial warfare) or the pre-Colombian civilizations of the Americas. And it worked, until they faced enemies (a.k.a. the European nations) who didn't play by those rules.
Title: Re: [GLOBE] random desert world
Post by: Dioxine on September 24, 2014, 06:21:01 am
This explanation, while true, doesn't fully explain why nobody* was using explosive or incendiary weapons in Dune - even if shields protected against overpressure (I recall nothing to support this), they certainly didn't protect from fire, heat or the lack of oxygen. So for me the shield-lasgun reaction was sort of handwave on Herbert's part to curb overpowered lasers and have his swordfights. BUT if lasers were so powerful, why not use the same power source to power a railgun... If it hits the shield, it will be absorbed, but a close-miss would probably generate enough of a blast wave to kill a shielded enemy... In addition, energy cannot, as far as we know, be generated out of nothing, so it seems each shield was carrying a power source worth at least several kilotons... which generates even more questions.

Surely, culture can explain a lot of things - it is true that nobody wanted a real war in the Empire, as it could potentially overthrow its social order (how shaky it's been is clearly shown by the success of Paul's crusade - if the Empire was solid and cohesive, he would have no chance of succeeding with what little forces he [only initially I presume] commanded).

Also if a lasgun provokes such reaction... laser is nothing but EM radiation. Why the shields didn't explode when exposed to sunlight, UV, radiowaves, cosmic radiation, etc...

*with the exception of Harconnen siege of the Atreides' palace on Arrakis, but I bet they did it more to show they're bad boys than out of practical reasons.
Title: Re: [GLOBE] random desert world
Post by: arrakis69ct on September 24, 2014, 09:38:14 am
Yeah baby. This is xcom. And the future is mars. No arrakis

Arrrgh

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Title: Re: [GLOBE] random desert world
Post by: Edrick on September 24, 2014, 07:26:26 pm
IIRC, there was a Dune Encyclopedia (non-canon, but still) that shed some light on the Holtzmann generator and its creator. Does anyone know if it solves Dioxine's question about shields not blowing up when exposed to other kinds of radiation?
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 24, 2014, 08:09:44 pm
This explanation, while true, doesn't fully explain why nobody* was using explosive or incendiary weapons in Dune - even if shields protected against overpressure (I recall nothing to support this), they certainly didn't protect from fire, heat or the lack of oxygen. So for me the shield-lasgun reaction was sort of handwave on Herbert's part to curb overpowered lasers and have his swordfights. BUT if lasers were so powerful, why not use the same power source to power a railgun... If it hits the shield, it will be absorbed, but a close-miss would probably generate enough of a blast wave to kill a shielded enemy... In addition, energy cannot, as far as we know, be generated out of nothing, so it seems each shield was carrying a power source worth at least several kilotons... which generates even more questions.

Fair questions all but at the same time Dune requires quite suspension of belief for a number of things, starting with the genetic memories of the Bene Gesserit and even the stillsuits (I read someone saying that wearing those suits in the desert would mean that the user would be boiled inside).

Quote
Surely, culture can explain a lot of things - it is true that nobody wanted a real war in the Empire, as it could potentially overthrow its social order (how shaky it's been is clearly shown by the success of Paul's crusade - if the Empire was solid and cohesive, he would have no chance of succeeding with what little forces he [only initially I presume] commanded).

The main weakness of the Empire (and humanity) was its dependence upon the spice - everyone used it and needed it, either to travel through space or to prolong life and IIRC withdrawal from spice was a real pain - "the spice must flow!". That's why Paul defeats the empire, by controlling Arrakis and spice production. And that's why later his son, Leto II, restricts spice production to a minimum, so that mankind is free from its dependence upon spice.

Quote
Also if a lasgun provokes such reaction... laser is nothing but EM radiation. Why the shields didn't explode when exposed to sunlight, UV, radiowaves, cosmic radiation, etc...

Lasers ("light amplification by stimulated emission of radiation") are EM radiation but in a concentrated or coherent state rather than a diffused state like sunlight or the other examples. In fact, almost any type of EM radiation (microwave, UV, gamma, etc,) can be made into a laser, since the 'light' in the acronym refers to the entire EM spectrum. Cosmic radiation is 99% protons and the rest heavier elements, and it is different from EM radiation (lasers/microwave/etc.) since it involves other particles and not photons.

Yeah baby. This is xcom. And the future is mars. No arrakis

Arrrgh

I agree that we're spamming this topic with Dune lore. Perhaps start another separate thread to discuss this?
Title: Re: [GLOBE] random desert world
Post by: arrakis69ct on September 25, 2014, 11:24:57 am
Only its a joke. Any idea is good for future jobs "brainstorm". No problem

The problem with dune in my see is the selection of the 3 races. This have the work of the 3 projects differents. The tech is different. The units are different. The graphics and colour are different. Too work to do

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Title: Re: [GLOBE] random desert world
Post by: Hythlodaeus on September 25, 2014, 02:44:05 pm
Now that would be an awesome mod.  Fremen fighting offworlders and the CHOAM corporation!  Perfect scenario. 

Technology tree makes sense:
Lasguns
Ixiam Probe or a T-Probe= Mind Probe
Psionics
Ornithopters
Stillsuits
...of course...we got to have Weirding Modules!

Too awesome...

Oh my god, this is indeed perfect for the X-Com mechanics, given that most Fremen battles were fought as skirmishes. More than that, one would be able to follow the book almost literally.
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 25, 2014, 03:12:12 pm
Oh my god, this is indeed perfect for the X-Com mechanics, given that most Fremen battles were fought as skirmishes. More than that, one would be able to follow the book almost literally.

With the exception that Weirding Modules are not part of the books and were added to the movie because David Lynch was not a fan of 'kung fun' scenes.
Title: Re: [GLOBE] random desert world
Post by: Dioxine on September 25, 2014, 04:50:07 pm
Perhaps the most logical arrangement would be playing as Harkonnens, trying to get the damned spice flowing and fend off increasingly tenacious fremen and other freeloaders trying to invade YOUR planet and steal YOUR property :) You just need to hire mercenaries, protect harvesters, maintain early warning network and meet spice quotas set by teh Emperor :)
Title: Re: [GLOBE] random desert world
Post by: Hobbes on September 25, 2014, 05:52:22 pm
Perhaps the most logical arrangement would be playing as Harkonnens, trying to get the damned spice flowing and fend off increasingly tenacious fremen and other freeloaders trying to invade YOUR planet and steal YOUR property :) You just need to hire mercenaries, protect harvesters, maintain early warning network and meet spice quotas set by teh Emperor :)

"Truth suffers from too much analysis." - Ancient Fremen Saying

;)
Title: Re: [GLOBE] random desert world
Post by: XCOMFan419 on September 26, 2014, 11:45:08 pm
Whoa. Globes without water. Potential for APC/IFV/AFV/Tanks anyone?

Yes?

Maybe?

No?
Title: Re: [GLOBE] random desert world
Post by: clownagent on September 27, 2014, 10:34:00 am
Added an updated ruleset to the first post

landofsand 0.1
- added some other terrain, like mountains, to the desert globe  (with the help of Falkos "World editor")
- divided the planet into 10 regions (2x pole regions and 8 equally sized regions in between)
- added some "DUNE" cities and country names named after the cities
- missionzones are not yet changed
- no polylines yet
Title: Re: [GLOBE] random desert world
Post by: XCOMFan419 on September 28, 2014, 05:11:33 am
Idea:

Relating to my earlier post, this is how the transports would work:

APC: Lightly armoured, carries the most troops, one weapons slot. Essentially a big glass truck. Really fast.
IFV: Armoured, carries the second most amount of troops, two weapon slots. Fast.
AFV: General fighting Vehicle, carries a less-than-mediocre amount of troops, two weapon slots. Fast-ish
Tank: Heavy fighting Vehicle, carries 3-4 soldiers, two weapons slots. two weapon slots. Slow, but it's a freaking tank.

Air vehicles would be more expensive, but worthwhile.

But then this would mean alien ground vehicles as well since it wouldn't make sense that an IFV downs a battleship... Well my idea might not be a good one, it's something to work off of. I'm going to keep an eye on this. For science.


Title: Re: [GLOBE] random desert world
Post by: Duke_Falcon on September 28, 2014, 09:17:05 am
If there is a desert world here is another idea (apart that I am a great Dune fan):
StarGate. You go to the desert world of Abydos and try to defend it from Ra's successors and their invading jaffa armies. You could capture nice stuffs like staff weapons, deathgliders and even a pyramid ship toward the end. It is a very similar to original X-com so not need to drastically change game features.
Title: Re: [GLOBE] random desert world
Post by: Mackus on September 28, 2014, 11:19:56 am
If there is a desert world here is another idea (apart that I am a great Dune fan):
StarGate. You go to the desert world of Abydos and try to defend it from Ra's successors and their invading jaffa armies. You could capture nice stuffs like staff weapons, deathgliders and even a pyramid ship toward the end. It is a very similar to original X-com so not need to drastically change game features.
For anyone working on mod like that, XSGCOM fanfic is mandatory.
Title: Re: [GLOBE] random desert world
Post by: yrizoud on September 28, 2014, 11:29:14 am
But then this would mean alien ground vehicles as well since it wouldn't make sense that an IFV downs a battleship
Terrestrial alien vehicles can be explained by appearing from hidden underground system, and similarly, disappearing by burrowing or finding a hidden entrance. If you present the flyers as glorified hovercrafts (like StarWars "speeders"), it makes sense that all these vehicles can be at fighting range.
Title: Re: [GLOBE] random desert world
Post by: clownagent on October 17, 2014, 11:34:59 pm
Had a first try on a Fremen guy. Maybe someone wants to use it.
Title: Re: [GLOBE] random desert world
Post by: clownagent on October 26, 2014, 04:56:30 pm
Attached are resources for a possible DUNE total conversion.

Features:
- Desert globe
- Some Fremen equipment


Credits:
- Falko's mod tools used for globe modification
- Sprites and sounds from OpenXcom modding forum:
  Dioxine (Piratez mod)
  robin (MIB)
  Solarius Scorch (FMP)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)



Changelog:

Ver 0.2
- Smoothed edges on the globe
- Fixed Mission zones 3 for terror sites
- Added Stillsuit
- Added Crysknife
Title: Re: [GLOBE] random desert world
Post by: clownagent on November 02, 2014, 02:39:22 pm
Resources for DUNE total conversion:

Added some placeholder graphics for an Harkonnen trooper and disabled other aliens in the ruleset.

Features:
- Desert globe
- Some Fremen equipment
- Harkonnen trooper

Credits:
- Falko's mod tools used for globe modification
- Sprites and sounds from OpenXcom modding forum:
  Dioxine (Piratez mod)
  robin (MIB)
  Solarius Scorch (FMP)
  XOps (Xeno Operations Mod)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)


Changelog:

Ver 0.3
- Added Harkonnen race (only Trooper)
- Disabled all other alien races
- Changed small radar to spy network
- Small changes in other equipment
Title: Re: [GLOBE] random desert world
Post by: Solarius Scorch on November 02, 2014, 08:51:10 pm
Juicy!
Title: Re: [GLOBE] random desert world
Post by: new_civilian on November 03, 2014, 12:04:09 pm
Juicy!

You mean "spicy"  ;D


Really like the idea of this mod, a Dune/XCom crossover....  8)
I played the hell out of Dune:Emperor and Dune 2000, even though they were mostly based on vehicles, whereas the "real" Dune series sees very little of them. fwiw: You should use the OpenXcom Extended exe for this mod, it adds the possibility of e.g. PSI damage weapons and other things that might be useful for a conversion.
Title: Re: [GLOBE] random desert world
Post by: TaxxiDriver on November 03, 2014, 02:42:20 pm
Just amazing that the simple change of color can address so many great ideas. Hope there would be several fun mods on a uniquely different setting  :D I'd love it.
Title: Re: [GLOBE] random desert world
Post by: Edrick on November 03, 2014, 06:31:59 pm
Awesome! Some (relatively easy) things to add:
- Fremen Maula Pistol AKA dart shooter: Dart Pistol straight from TFTD.
- Lasguns: straight from X-COM.
- Swords, Kindjals (long knives or shortswords) and Slip-Tips (thin short blades, poison-tipped. Acid damage?)
Title: Re: [GLOBE] random desert world
Post by: Duke_Falcon on November 03, 2014, 08:30:27 pm
Sandworms?
Sonic weaponry?
Guild liners?
Sardaukar terrortroops?
Ufopedia calls as "Mentat"?

HARKONNEN DEVASTATORS!!! :)
Title: Re: [GLOBE] random desert world
Post by: clownagent on November 03, 2014, 09:09:54 pm
Quote
fwiw: You should use the OpenXcom Extended exe for this mod, it adds the possibility of e.g. PSI damage weapons and other things that might be useful for a conversion.

Yes, OpenXcom Extended offers some great possibilities for fine tuning. Right now I am just trying to add/replace more content, but later I will probably have a look-
Title: Re: [GLOBE] random desert world
Post by: clownagent on November 03, 2014, 09:11:17 pm
Awesome! Some (relatively easy) things to add:
- Fremen Maula Pistol AKA dart shooter: Dart Pistol straight from TFTD.
- Lasguns: straight from X-COM.
- Swords, Kindjals (long knives or shortswords) and Slip-Tips (thin short blades, poison-tipped. Acid damage?)

These things are on my list  8)
Title: Re: [GLOBE] random desert world
Post by: Edrick on November 04, 2014, 08:07:14 pm
These things are on my list  8)

Groovie.
Moar easy-peasy stuff!
- Rocket launchers (Fremen use them once in the original Dune book, IIRC). The usual X-COM rocket launcher, or the TFTD Torpedo Launcher for a more futuristic look. Failing that, the fanmade RPG sprite should fit as well (maybe both, with the RPG as a cheaper alternative?)
- I don't recall much about military equipment. So it would be feasible to have Harkonnens (or Sardaukar!) running around in power armor. I guess the X-COM one would also fit (maybe with some visual changes in the helmet, like the Dune II heavy infantry?)
- By the way, Dune and Dune II are a goldmine for sprite stuff. I wouldn't hesitate in taking material from there.
That's all I can think of now. I hope to see more of Dune X-COM!
Title: Re: [GLOBE] random desert world
Post by: clownagent on November 09, 2014, 10:09:43 pm
Small update

Resources for DUNE total conversion:

Features:
- Desert globe
- Some DUNE equipment
- Harkonnen trooper
- Small changes to text and equipment

Credits:
- Falko's mod tools used for globe modification
- Sprites, sounds, maps, ruleset code etc from OpenXcom modding forum:
  - Dioxine (Piratez mod)
  - robin (MIB)
  - Solarius Scorch (FMP)
  - XOps (Xeno Operations Mod)
  - Ryskeliini
  - Chiko, civilian, luke83, ascadix, Aldorn, yrizoud (laser weapon sprites, clips, clip ruleset etc.)
  - Hobbes (Hobbes terrain pack)
  - civilian (sand city terrain)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)
- Dune background images from the internet


Changelog:

Ver 0.4
- Added Lasguns and Knife
- Replaced Interceptor by Ornithopter
- Added "Desert mountain" and "Atlantdesert" terrains from Hobbes terrain pack
- Added sand colored city map from civilian


Ver 0.3
- Added Harkonnen race (only Trooper)
- Disabled all other alien races
- Changed small radar to spy network
- Small changes in other equipment


Ver 0.2
- Smoothed edges on the globe
- Fixed Mission zones 3 for terror sites
- Added Stillsuit
- Added Crysknife
Title: Re: [GLOBE] random desert world
Post by: Hobbes on April 27, 2015, 03:58:17 pm
Small update

Resources for DUNE total conversion:

Features:
- Desert globe
- Some DUNE equipment
- Harkonnen trooper
- Small changes to text and equipment

Credits:
- Falko's mod tools used for globe modification
- Sprites, sounds, maps, ruleset code etc from OpenXcom modding forum:
  - Dioxine (Piratez mod)
  - robin (MIB)
  - Solarius Scorch (FMP)
  - XOps (Xeno Operations Mod)
  - Ryskeliini
  - Chiko, civilian, luke83, ascadix, Aldorn, yrizoud (laser weapon sprites, clips, clip ruleset etc.)
  - Hobbes (Hobbes terrain pack)
  - civilian (sand city terrain)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)
- Dune background images from the internet


Changelog:

Ver 0.4
- Added Lasguns and Knife
- Replaced Interceptor by Ornithopter
- Added "Desert mountain" and "Atlantdesert" terrains from Hobbes terrain pack
- Added sand colored city map from civilian


Ver 0.3
- Added Harkonnen race (only Trooper)
- Disabled all other alien races
- Changed small radar to spy network
- Small changes in other equipment


Ver 0.2
- Smoothed edges on the globe
- Fixed Mission zones 3 for terror sites
- Added Stillsuit
- Added Crysknife

clownagent, have you done anymore work on this? I'm currently considering ideas for a Total Conversion and this is one of the best non-XCom related.
Title: Re: [GLOBE] random desert world
Post by: clownagent on April 27, 2015, 09:24:25 pm
clownagent, have you done anymore work on this? I'm currently considering ideas for a Total Conversion and this is one of the best non-XCom related.

No, I did not work much on it. Feel free to use anything from it.

Lately I made the ruleset (hopefully) compatible with the nightly (21.04.15).
It is attached if anybody is interested.
Title: Re: [GLOBE] random desert world
Post by: Hobbes on April 28, 2015, 08:52:22 pm
No, I did not work much on it. Feel free to use anything from it.

Lately I made the ruleset (hopefully) compatible with the nightly (21.04.15).
It is attached if anybody is interested.

Thanks. I've been looking at the maps of Arrakis published in the books and trying to figure out how to incorporate the universe/story with the UFO engine.
My idea would be for the player to take the part of the Fremen, with each base being a sietch. Nearly everything (stillsuits, weapons) would need to be manufactured, with a few high tech Ixian items being available for purchase through the smugglers. Credits would be in spice instead, of course.
The storyline would take place after the Harkonnen/Sardaukar surprise attack on the Atreides, when Duke Leto is killed and Paul/Jessica escape to the desert. The goal of the player would be to fight the Harkonnen take over of the planet and extermination of the Fremen up until the final battle where the Emperor is defeated by Paul. Research would used mainly to advance the story: Paul first ride of the worm, Jessica becoming a Mother Superior, Paul drinking the water of life, the creation of the Fedaykin, etc.
Title: Re: [GLOBE] random desert world
Post by: davide on April 29, 2015, 05:02:14 pm
(https://forums.civfanatics.com/attachment.php?attachmentid=230680&d=1255277326)

 8)
from

https://forums.civfanatics.com/forumdisplay.php?f=358 (https://forums.civfanatics.com/forumdisplay.php?f=358)
Title: Re: [GLOBE] random desert world
Post by: Ridаn on April 29, 2015, 06:03:05 pm
(https://forums.civfanatics.com/attachment.php?attachmentid=230680&d=1255277326)

 8)
from

https://forums.civfanatics.com/forumdisplay.php?f=358 (https://forums.civfanatics.com/forumdisplay.php?f=358)

Yeah, that project is a nice place for some pointers. I`ve sunk quite a few dozen hours on that mod and can heartily recommend to try it.
Title: Re: [GLOBE] random desert world
Post by: clownagent on April 29, 2015, 09:20:50 pm
Thanks. I've been looking at the maps of Arrakis published in the books and trying to figure out how to incorporate the universe/story with the UFO engine.
My idea would be for the player to take the part of the Fremen, with each base being a sietch. Nearly everything (stillsuits, weapons) would need to be manufactured, with a few high tech Ixian items being available for purchase through the smugglers. Credits would be in spice instead, of course.
The storyline would take place after the Harkonnen/Sardaukar surprise attack on the Atreides, when Duke Leto is killed and Paul/Jessica escape to the desert. The goal of the player would be to fight the Harkonnen take over of the planet and extermination of the Fremen up until the final battle where the Emperor is defeated by Paul. Research would used mainly to advance the story: Paul first ride of the worm, Jessica becoming a Mother Superior, Paul drinking the water of life, the creation of the Fedaykin, etc.

Yeah had similar ideas like playing as Fremen fighting the Harkonnen and Sardaukar, maybe also Smugglers and in the endgame even Ixian or Tleilaxu technoology. I think it's not necessary to stay very close to the books/movies, just take it for some inspiration. However, that is surely a matter of taste.

Two other ideas:
- I think the Spice should replace elerium 115 as precious substance. The player should be able to 'manufacture' (mine) Spice and sell  it to earn credits. The game mechanic would than be that the player will make a few bases purely for Spice manufacturing for credit flow. These must be protected from frequent Harkonnen retaliation missions.
- Missions could stay for long time on the globe and travel time for your interception crew could be much longer (representing travel by foot, worm, ground vehicle). This is no problem since there is no water on the planet. The player should also get reports early in game for many possible missions through a 'Spy network' (meaning global radar coverage). This, combined with long traveling time would force a player tho choose what mission to start and what not.   

 
Title: Re: [GLOBE] random desert world
Post by: Hobbes on April 29, 2015, 09:21:11 pm
Yeah, that project is a nice place for some pointers. I`ve sunk quite a few dozen hours on that mod and can heartily recommend to try it.

I skipped Civ 3-4 (which was a wise choice until Firaxis got me hooked again by including Civ 5 when I purchased the new Enemy Unknown). :D

I just searched my boxes and dug out the whole Dune series (only those written by Frank Herbert, though, I don't really like the others made afterwards) to see if I get inspired.

Yeah had similar ideas like playing as Fremen fighting the Harkonnen and Sardaukar, maybe also Smugglers and in the endgame even Ixian or Tleilaxu technoology. I think it's not necessary to stay very close to the books/movies, just take it for some inspiration. However, that is surely a matter of taste.

Two other ideas:
- I think the Spice should replace elerium 115 as precious substance. The player should be able to 'manufacture' (mine) Spice and sell  it to earn credits. The game mechanic would than be that the player will make a few bases purely for Spice manufacturing for credit flow. These must be protected from frequent Harkonnen retaliation missions.
- Missions could stay for long time on the globe and travel time for your interception crew could be much longer (representing travel by foot, worm, ground vehicle). This is no problem since there is no water on the planet. The player should also get reports early in game for many possible missions through a 'Spy network' (meaning global radar coverage). This, combined with long traveling time would force a player tho choose what mission to start and what not.   

Or the player would steal spice from the Harkonnens by attacking their mining operations. Or water (H20) probably could be the currency since it is more precious than spice in Arrakis. Then you could build moisture traps on bases for credits

I noticed the spy network on the ruleset and it is a good idea.
Title: Re: [GLOBE] Desert world / DUNE total conversion
Post by: clownagent on May 16, 2015, 03:31:05 pm
Uploaded version 0.6 (at 1st post) with changed file structure and some ruleset fixes to make it compatible with the latest nightly.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: clownagent on May 19, 2015, 12:09:46 am
Did some modifications and added changed backgrounds to remove the 'Xcom feeling' a bit.
Version 0.7 is attached to the first post.

Ver 0.7
- small ruleset fixes
- added Devastator and Blood Dog (from Piratez mod) as terror units
- added background images
- modified some item stats, descriptions, namings
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Dioxine on May 19, 2015, 12:57:01 am
Hey why cannot we play as Harkonnen :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: clownagent on May 19, 2015, 09:38:40 pm
Hey why cannot we play as Harkonnen :)

I thought everybody wants to play the "good guys".  ;)
If one can consider a bunch of primitive religous fanatics in the desert fighting against a technologically advanced invasion force "good guys".
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Hobbes on May 19, 2015, 10:52:06 pm
If one can consider a bunch of primitive religous fanatics in the desert fighting against a technologically advanced invasion force "good guys".

"Polish comes from the cities; wisdom from the desert" - Arrakeen saying ;)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Dioxine on May 19, 2015, 10:54:29 pm
Like we don't have any deserts on Giedi Prime :) That wisdom might be some news to those effeminated comfort-lovers Atreides, maybe :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Hobbes on May 19, 2015, 10:57:19 pm
Like we don't have any deserts on Giedi Prime :) That wisdom might be some news to those effeminated comfort-lovers Atreides, maybe :)

"We Fremen have a saying: "God created Arrakis to train the faithful." One cannot go against the word of God." - Paul Atreides ;)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Dioxine on May 19, 2015, 11:10:54 pm
Well, the Harkonnen created Giedi Prime as it is today, with its deserts and factories and radioactive contamination, to test the faithful as well. Harkonnen are not divided between a thousand tribes, but united for one purpose - which might be also described as "more faithful". Well. Harkonnen 1, God 0 :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Hobbes on May 20, 2015, 01:33:31 am
Harkonnen are not divided between a thousand tribes, but united for one purpose - which might be also described as "more faithful". Well. Harkonnen 1, God 0 :)

"Power bases are very dangerous because they attract people who are truly insane, people who seek power only for the sake of power." - Leto Atreides
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: pilot00 on May 20, 2015, 02:36:54 am
Well, the Harkonnen created Giedi Prime as it is today, with its deserts and factories and radioactive contamination, to test the faithful as well. Harkonnen are not divided between a thousand tribes, but united for one purpose - which might be also described as "more faithful". Well. Harkonnen 1, God 0 :)

Harkonnen<
United<

I want to see that with "Insert Baron here" out of the picture untill a new one is installed.

Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Dioxine on May 20, 2015, 07:16:55 am
Well, Baron Vladimir had a longer rule than ol' Prince Leto, didn't he? :) Sometimes a rotten head needs decapitation, though, to make way for a fresh, strong leader. Harkonnen are united as a house, struggles for leadership amongst the elite are constant but there is never more than a single leader at a time, so the people always know whom they're supposed to be faithful to.

As for ol' Prince Leto, truly he didn't seek power for the sake of power - not his own, at least. For the sake of "Bene" Gesserit, naturally :) And even those insinuations aside, only a man blinded with greed or otherwise mentally weak would trade Arrakis for his homeworld, especially while being unpopular amongst the Landsraad. Yeah he got Emperor Padishah's order. Corrina's orders are only as good as his backing in the Landsraad. What would he do, invade Caladan if Leto defied him? He'd have to use his own Sardaukars since I highly doubt any house would choose to take part in such an ill-fated adventure. Not much to gain. Corrina fails, all the better - maybe his dynasty has been around too long... Corrina wins, he gains nothing except for a burnt-out and ruined world - so he fails as well. Defying Emperor's orders wasn't a death warrant - only using nuclear weapons in an act of aggression, building Abominable Intelligences and few other similar things were.

But then again, Gesserit, too, seemed to have pushed Prince Leto to take Arrakis... and he, quite understandably, didn't want to go against the wishes of his good friends...

Alas, the Guild had shown its true colors in the end (they didn't take lightly Landsraad's feeble attempts to undermine their monopoly, it seems...), and thus Paul was able to destroy everything and introduce a thousand years of Gesserit-style, body-over-mind, emotion-over-reason universe of technological regression and religious fanaticism.

(and please keep Holy Promethium in the promethium tanks - I'm debating this for fun, not to start a holy war :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Hobbes on May 20, 2015, 03:01:21 pm
Well, Baron Vladimir had a longer rule than ol' Prince Leto, didn't he? :) Sometimes a rotten head needs decapitation, though, to make way for a fresh, strong leader. Harkonnen are united as a house, struggles for leadership amongst the elite are constant but there is never more than a single leader at a time, so the people always know whom they're supposed to be faithful to.

If you're considering length of rule, then God Emperor Leto II beat all of them :)

But going back to the first book, Leto could have refused the emperor's command/order as you said, although he would lose a lot of influence (he tells Paul that he is considered an unofficial spokesman for several Landsraad houses) but that Shaddam would simply find another hidden way to strike at him ("the first step in avoiding a trap is knowing where it is").

Although Shaddam didn't knew that the Bene Gesserit had a plan to generate the Kwisatz Haderach to supplant him as the leader of mankind, but Paul wasn't what they had planned, since his mother was supposed to have given birth to a girl, that would marry Feyd Rautha Harkonnen and end the feud between both houses and then give birth to the Kwisatz Haderach. And House Harkonnen was major part of this whole scheme since Jessica's father was the Baron Harkonnen.

Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: pilot00 on May 20, 2015, 04:47:30 pm

(and please keep Holy Promethium in the promethium tanks - I'm debating this for fun, not to start a holy war :)

Why who did?
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.7
Post by: Hythlodaeus on May 21, 2015, 06:16:20 pm
Small tip for the artists: don't take artwork and concepts from the Lynch film as a sort of inspiration. It is generally poorly done and not book accurate at all (and pretty much illogical in most aspects). For reference:

- Harkonnen troops generally dressed in blue
- Fremen should look more like Star Wars sand people or bedouins, than guys in X-COM personal armor (the latter unfortunately how they look like in the movie)
- Atreides colours are actually red and green and black (the video games popularised blue)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: clownagent on August 16, 2015, 09:32:59 pm
Uploaded version 0.8 to the first post.


Ver 0.8
- small deployment fixes
- added Harkonnen Leader
- added Bandages (from Piratez mod)
- modified research and manufacture economy a bit
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: niculinux on August 17, 2015, 12:11:08 pm
Thank you!!
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: kikimoristan on August 18, 2015, 01:13:29 am
ahah pretty cool
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: niculinux on August 29, 2015, 07:10:18 pm
Some screesshots! The new fighter craft is still diplayed as interceptor though

I'd humbly add that some inspiration may be taken from here (https://openxcom.org/forum/index.php/topic,3290.0.html) and here (https://openxcom.org/forum/index.php/topic,3392.0.html). Also the laser sniper rifle  (https://openxcom.org/forum/index.php?topic=1928.0) from Ascsdix (in french) may fit well along chiko's laser weapon mod (https://openxcom.org/forum/index.php?topic=1904.0)  8)

Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: clownagent on August 30, 2015, 02:13:10 pm
Some screesshots! The new fighter craft is still diplayed as interceptor though

Can you specify where the ornithopter it is displayed as interceptor?

 
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: niculinux on August 30, 2015, 04:23:23 pm
Can you specify where the ornithopter it is displayed as interceptor?

Uh, sry actually not because i'm "messing" with Hobbe's UFO Redux 0.5.4. (https://openxcom.org/forum/index.php/topic,3328.msg50818.html#msg50818) but i remebre for sure that in the ufopedia and in the combat screen was shown the interceptor. Be sure also to check the trasporter because in also in the aforementioned cases i happen to remembre was displayed the skyranger instead, better double check  :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.8
Post by: clownagent on August 30, 2015, 04:39:22 pm
Uploaded new version to 1st post

Ver 0.9
- added Maula Pistol and sonic weapons
- added improved Stillsuit
- replaced skyranger by Thunder from Hellrazor
- Red Laser sprites (adapted from Ran)
- adapted some language, manufacture and research
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: niculinux on August 30, 2015, 05:14:42 pm
Thanks clownagent! I was wonderin': as it is now may the mod fully playable? And please why don't you merge the dune music file linked in the first post into  the mod, instead of having a separate download?
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: Solarius Scorch on August 30, 2015, 05:48:21 pm
What a beautiful stillsuit.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: clownagent on August 30, 2015, 06:02:52 pm
Thanks clownagent! I was wonderin': as it is now may the mod fully playable? And please why don't you merge the dune music file linked in the first post into  the mod, instead of having a separate download?

You cannot finish the mod, but playing for a few month should be possible. There is also some research and manufacturing to do.

The music files are around 30mb. Too large for uploading it to the forum.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: niculinux on August 30, 2015, 06:06:14 pm
[...]
The music files are around 30mb. Too large for uploading it to the forum.

Got it :) Please might think about when it will be completed and relased on the mod portal? Whatever :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: Dioxine on August 31, 2015, 02:41:21 pm
Will you be going full-on the Dune 2 route (power-armored soldiers and all that jazz), or something less overt, more book-like?
I'm also happy you're using some of my sprites :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: clownagent on August 31, 2015, 09:30:03 pm
Will you be going full-on the Dune 2 route (power-armored soldiers and all that jazz), or something less overt, more book-like?

I liked the movie as well as book and the Dune 1 and Dune 2 pc games (did not play the others) although they were all very different. Probably I will take a little bit from each.
For the mod, I do not have a clear concept yet. I am just adding some stuff I find reasonable and look whats coming out at the end.

If anybody comes up with good ideas, concepts or texts, I am really happy to include them.  ::)


I'm also happy you're using some of my sprites :)

Yeah the Piratez mod is really a great sprite repository, superb work  ;D
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: Hobbes on August 31, 2015, 10:04:52 pm
Yeah the Piratez mod is really a great sprite repository, superb work  ;D

Just had a look at your sprite files, you seem to be doing a great job yourself :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: clownagent on September 01, 2015, 09:17:42 pm
Just had a look at your sprite files, you seem to be doing a great job yourself :)

Thanks a lot, but I have to admit that more than 90% of the sprites are from other mods, maybe a recolored or slightly rearranged.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: Hobbes on September 01, 2015, 09:26:44 pm
Thanks a lot, but I have to admit that more than 90% of the sprites are from other mods, maybe a recolored or slightly rearranged.

Most of the sprites you seen in other mods are recolored or rearranged, but if anyone thinks that it is an easy job they are greatly mistaken (I have spent a LOT of hours on sprites). :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: Dioxine on September 01, 2015, 10:20:26 pm
Yeah it's the hardest job there is when modding ufo, at least for me. I hate making sprites. Big graphics are much easier and more fun to make. 95% of my sprites are rearranged, recolored or otherwise modified ones, in other words, made cheaply. I've only made maybe 1 or 2 sprites ground-up, and even them weren't from scratch (they were based on XCOM-0 sprite).
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.9
Post by: XOps on September 02, 2015, 01:46:17 am
Original battlescape unit sprites are the worst. Well except for trying to make a complicated craft map based on a 3D model. That was much harder than an original battlescape sprite. I don't mind spriting all that much though. I love that moment with adding or taking away one or two pixels suddenly makes the sprite shine. Got some nice sprites in this mod too. Hope you keep working on it.  :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.10
Post by: clownagent on September 05, 2015, 10:43:37 am
Uploaded ver 0.10 to the 1st post.

Ver 0.10
- use Mars Terrain sometimes as terrain
- use TFTD UFOs instead of normal UFOs
- added poison blade
- changed name file
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.10
Post by: clownagent on September 06, 2015, 11:28:05 pm
Uploaded new version to 1st post.

Ver 0.11
- fix soldier ruleset and name file
- added 'Expedition' as craft
- fixed some ufo mcds
- small changes to ufopedia and starting gear
- changed dogfight parameters a bit
- added Harkonnen Commander
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: LexThorn on September 09, 2015, 03:55:02 pm
I have one thought that haunts me.  On Dune it has always been a very small numbers of air transport. Because of the sandstorms mostly. Maybe flying venciles should all be converted into a driving ones? i think its qite a design challenge. Sorry for english, i am using translator.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: yrizoud on September 09, 2015, 04:08:19 pm
Similar idea was raised here.
https://openxcom.org/forum/index.php/topic,2957.msg33068.html#msg33068
It would be a pity to not include ornithopters in a Dune-themed game, but they can totally be balanced as short-range, small crew vehicles, as opposed to land vehicles which can patrol in the desert for weeks at a time.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: LexThorn on September 09, 2015, 06:37:19 pm
Similar idea was raised here.
https://openxcom.org/forum/index.php/topic,2957.msg33068.html#msg33068
It would be a pity to not include ornithopters in a Dune-themed game, but they can totally be balanced as short-range, small crew vehicles, as opposed to land vehicles which can patrol in the desert for weeks at a time.

I thot about crowling bases themself too, but, i think, it will be too complicated.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: clownagent on September 09, 2015, 09:03:31 pm
I have one thought that haunts me.  On Dune it has always been a very small numbers of air transport. Because of the sandstorms mostly. Maybe flying venciles should all be converted into a driving ones? i think its qite a design challenge. Sorry for english, i am using translator.

Ideally, I would like to have a mixture between land vehicles and flying craft. However, the problem is to get nice battlescape graphics for land vehicles with wheels or chain-drive. I have also not seen those in other mods.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: yrizoud on September 10, 2015, 02:44:18 am
I think a basic recolor of this one would de nicely (It's an APC-like flat vehicle, called "Mudranger")
https://www.strategycore.co.uk/files/mudranger/
However it's a vanilla UFO mod. On these forums, I found a post by Luke83 showing a screenshot of it in OpenXcom, but it doesn't seem he released the ported version.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Hobbes on September 10, 2015, 07:06:18 am
Just had a look and it's going well, nice to see this going along :)

Meanwhile, I'm thinking of adding your League of Superheroes units to Redux, the heroes as civilians and the red shirts as hostile humans, if you don't mind.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: clownagent on September 10, 2015, 09:25:29 pm
I think a basic recolor of this one would de nicely (It's an APC-like flat vehicle, called "Mudranger")
https://www.strategycore.co.uk/files/mudranger/
However it's a vanilla UFO mod. On these forums, I found a post by Luke83 showing a screenshot of it in OpenXcom, but it doesn't seem he released the ported version.

Thanks for the hint. I was not aware of this. Looks quite interesting.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: clownagent on September 10, 2015, 09:28:00 pm
Just had a look and it's going well, nice to see this going along :)

Meanwhile, I'm thinking of adding your League of Superheroes units to Redux, the heroes as civilians and the red shirts as hostile humans, if you don't mind.

Sure, I am always happy when other people use my mods.
Will there be a cosplay-convention map in your mod? ;D
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Hobbes on September 17, 2015, 04:10:29 am
Sure, I am always happy when other people use my mods.
Will there be a cosplay-convention map in your mod? ;D

Well there's only 4 superheros so it would be a repetitive convention.

But... if I had more cosplay characters then I could actually design some sort of a convention building... ;)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Hobbes on September 17, 2015, 06:44:56 am
I think a basic recolor of this one would de nicely (It's an APC-like flat vehicle, called "Mudranger")
https://www.strategycore.co.uk/files/mudranger/
However it's a vanilla UFO mod. On these forums, I found a post by Luke83 showing a screenshot of it in OpenXcom, but it doesn't seem he released the ported version.

I had completely forgotten about this - I've seen it when it was posted. And I can and will port this to OpenXcom. This is simply too nice :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: DracoGriffin on September 17, 2015, 09:17:18 am
I had completely forgotten about this - I've seen it when it was posted. And I can and will port this to OpenXcom. This is simply too nice :)

Looks like a workable ladder too?
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: davide on September 17, 2015, 12:54:53 pm
I like it very much too :)

Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Solarius Scorch on September 17, 2015, 01:26:26 pm
Yeah, I've been intended to steal it for quite some time. :) Not for the FMP though, I'm planning something bigger.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Dioxine on September 17, 2015, 01:40:15 pm
Well there's only 4 superheros so it would be a repetitive convention.

But... if I had more cosplay characters then I could actually design some sort of a convention building... ;)

It would fit nicely with one of my mission ideas for Piratez... one from a really deep drawer.

Circus of Carnage
Enemies: Clowns (acid & melee)
Civilians: lots (cosplay/furries)
Rules:
You get NEGATIVE points for civilians killed by the Clowns. You get POSITIVE points for civilians killed by yourself :)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: clownagent on September 21, 2015, 12:00:01 am
It would fit nicely with one of my mission ideas for Piratez... one from a really deep drawer.

Circus of Carnage
Enemies: Clowns (acid & melee)
Civilians: lots (cosplay/furries)
Rules:
You get NEGATIVE points for civilians killed by the Clowns. You get POSITIVE points for civilians killed by yourself :)

Ha, this sounds great!  ;D
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.12
Post by: clownagent on September 21, 2015, 12:01:33 am
Uploaded Version 0.12 to first post:

Ver 0.12
- changed win and lose cutscenes
- changed final mission
- changed some language
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.12
Post by: Hobbes on September 21, 2015, 12:32:43 am
Come upon this the other way, couldn't resist sharing it here:

(https://scontent-cdg2-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/11988332_1354673644562085_7127109001617414327_n.jpg?oh=b24276a3105003920f4086c4528ccb66&oe=56A3A558)
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.12
Post by: Dioxine on September 21, 2015, 02:12:13 pm
I love the Harkonnen picture (no surprise here, eh? :) ). This project has tons of potential.
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.11
Post by: Meridian on September 21, 2015, 02:25:48 pm
Yeah, I've been intended to steal it for quite some time. :) Not for the FMP though, I'm planning something bigger.

Bigger? <passes out> ...call the ambulance!
Title: Re: [GLOBE] Desert world / DUNE total conversion 0.13
Post by: clownagent on November 17, 2015, 09:40:55 pm
Uploaded Version 0.13 to 1st post.

Only few tiny changes this time:
- fixed soldier attributes to be compatible with newest nightly
- changes to basescape graphics
- changed some language
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
Post by: clownagent on January 03, 2016, 07:59:28 pm
Uploaded new version 0.14 to 1st post:

Ver 0.14
- Added cheesy Sardaukar Soldiers as enemies (derived from XOps mod, Piratez and War of Shadows (organic Armor))
- Fixed spice desert foot steps
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
Post by: niculinux on January 03, 2016, 10:47:03 pm
Thanks clownagent! Please, may you update also the first post with the openxcom version required by the  mod? (nightly or openxcom exdended)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.14
Post by: clownagent on March 06, 2016, 04:26:25 pm
Uploaded new version 0.15 to 1st post:

Ver 0.15
- Changed graphics of base defense missions (graphics from XOps (Xeno Operations Mod))
- Changed Basescape graphics
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 06, 2016, 04:28:55 pm
This base looks so sweet.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Xeno Wiper on March 07, 2016, 03:47:50 am
This base looks so sweet.


Hmm.... looks like a dungeon. Cool...


Interesting project.


I love the Harkonnen picture (no surprise here, eh? :) ). This project has tons of potential.



+1. Other Harkonnen supporter here, mwahahaha! You can't beat this guy.


(https://orig05.deviantart.net/3bea/f/2014/096/a/1/dune__the_battle_for_arrakis___the_mentat__radnor_by_grindguy-d7dceii.jpg)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 07, 2016, 08:46:43 pm

Hmm.... looks like a dungeon. Cool...


Unfortunately the rooms are still rather empty. Do the Fremen should have any interior decoration??? Beds, computers and such feel somehow inappropriate.


Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 08, 2016, 02:10:50 am
Well how can you have a radar without computers? I think computers are fine but only in radar room and the lab. Other than that? I guess sleeping mats, weapon racks and food & water supplies would look good. Also flying glow lamps, these are canon. What else. Stillsuit maintenance stations? :) And maybe a Holzmann platform here and there, probably in the General Stores to move stuff around.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: harre on March 08, 2016, 12:14:31 pm
Nice mod. It was interesting. Having no idea about the aliens and their capabilities and weapons. My troops got eaten alive by a doglike creature.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 08, 2016, 10:19:33 pm
Well how can you have a radar without computers? I think computers are fine but only in radar room and the lab.

"Thou shalt not make a machine in the likeness of a human mind." - Butlerian Jihad

The penalty for building a thinking machine is death. :P
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 08, 2016, 11:47:53 pm
A tergetting computer is hardly a 'thinking' machine... But sure, it cannot communicate so no text screen or keyboard. I guess a closet with a radar screen would be fine. Or any other sort of analogue-based electronics.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: yrizoud on March 09, 2016, 12:59:35 am
I don't know the lore, but what about a communication room, if the detection is performed by spotters.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 09, 2016, 01:14:33 am
A tergetting computer is hardly a 'thinking' machine... But sure, it cannot communicate so no text screen or keyboard. I guess a closet with a radar screen would be fine. Or any other sort of analogue-based electronics.

All computers are considered anathema in Dune due to the Butlerian Jihad. That's why spaceships use Guild Navigators to travel amongst the stars, and the Mentat (humans trained to perform the calculations made by a computer) school appeared.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 09, 2016, 02:49:14 am
True. Computer in our sense of the word is absolutely forbidden. But you can't have things like ornitopters or Holzmann's shields (in all likeness based on fusion power), without some sort of electronics. Same with spaceships (navigators are beside the point IMO - afaik no computer would be able to do their job anyway, FTL was crappy in the times of Omnius). Is radio forbidden? Or is it based on living tissue?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 09, 2016, 03:50:30 pm
But you can't have things like ornitopters or Holzmann's shields (in all likeness based on fusion power), without some sort of electronics.

This is why it's called 'science fiction' - you have a reality thousands of years in the future where your XX/XXI century notions of  physics/chemistry/engineering have been replaced with something else. You said those things cannot be build without electronics - if this is fiction, why not?

You already have 'impossible things' happening on Dune according to our science:
* Prescience allows you to see the future, which implies a way to transmit information from the future to the past, which is impossible today
* The inner memories of the Bene Gesserit sisters and the Bene Tleilaxu's gholas imply that our genes can transmit information like voices, memories or even the whole personality of a human being.
* Stillsuits - I read somewhere that wearing one of those in our deserts would be more likely to cook you inside the suit rather than protect you since there seems to be no way to remove the excess heat produced by the human body.

So, a spaceship without electronics in Dune? Sure, no problem :)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: DoxaLogos (JG) on March 09, 2016, 07:05:47 pm
For sake of argument since I'm an EE, electronics do not equal computers, but computers require electronics to function.  Radios don't require a computer to operate, and are very simple circuits to build.  They just need a few operational amplifiers, capacitors, resistors, inductors, some switches (to tune the modulation/demodulation), oscillating crystal and (and power).  They're really is no general purpose programming (or memory) going on in a radio or other very fixed purpose electronic devices. Computers are more "higher" form of electronics if you want to look at it that way, because they can be programmed to almost "think" and "reason".
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Solarius Scorch on March 09, 2016, 07:50:25 pm
For sake of argument since I'm an EE, electronics do not equal computers, but computers require electronics to function.  Radios don't require a computer to operate, and are very simple circuits to build.  They just need a few operational amplifiers, capacitors, resistors, inductors, some switches (to tune the modulation/demodulation), oscillating crystal and (and power).  They're really is no general purpose programming (or memory) going on in a radio or other very fixed purpose electronic devices. Computers are more "higher" form of electronics if you want to look at it that way, because they can be programmed to almost "think" and "reason".

OK, but can you build a sensible radar without a computer? Because this is the question that seems more interesting to me. :)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: psyHoTik on March 09, 2016, 08:05:19 pm
All computers are considered anathema in Dune due to the Butlerian Jihad. That's why spaceships use Guild Navigators to travel amongst the stars, and the Mentat (humans trained to perform the calculations made by a computer) school appeared.
That's the official line, however there are many examples of hi-tech devices, which must require some sort of circuity. A remote-controlled assassin weapon used against Paul or holographic display in War Room at Palace on Dune are examples. And Mentats are employed not only because computers are banned but because they are far superior to anything A.I. has to offer (which actually may not be so fictional: see https://en.wikipedia.org/wiki/Moravec's_paradox ). Also, bear in mind that the first Dune novel was written in 1965 when computers were still a novelty to public and perceived as "electron brains" or "thinking machines" that will one day turn against their creators. No one thought that 50 years later such electronic brain will be installed in every microwave oven. I think we can assume that the ban covers only A.I. or robots but not all electronics.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 09, 2016, 08:07:40 pm
None of the things you've described, Hobbes, is impossible. We don't know how to do it... yet, but afaik none of this has been proved to be impossible.
But my question was about radio and radar. You obviously need some form of information processing, and digital is forbidden (which isn't stupid, digital machines, being language constructs, are prone to language errors). You have two options left: 1) analogue electronics (which, in the future, can be way more complex than current computers, and still don't register as 'artificial thinking machine' because it simply converts one magnetic field into another) or 2) living tissue. Might be a lobotomized servitor (Tlailaxians seem to have the capacity to make one), might be a Bene Gesserit if someone really wants a poisonous snake in his castle. Which is it? :) And I'm asking out of curiosity, too, because your knowledge of Dune universe is broader than mine.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: psyHoTik on March 09, 2016, 08:22:25 pm
You have two options left: 1) analogue electronics (...) or 2) living tissue.
3) miniaturized Lord Babbage Difference Engines ;)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: DoxaLogos (JG) on March 09, 2016, 08:46:51 pm
OK, but can you build a sensible radar without a computer? Because this is the question that seems more interesting to me. :)

Radars today? Probably not given the amount of math involved to isolate the signals.  A lot of digital signal processing going on in radar these days, but not in the first radars in  WWII (https://en.wikipedia.org/wiki/History_of_radar).

But things like atomics and lasers, don't have to have computers.  My argument was trying to differentiate between computers vs electronics, because a lot of electronics don't always need a computer.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 09, 2016, 08:50:38 pm
You have two options left: 1) analogue electronics (which, in the future, can be way more complex than current computers, and still don't register as 'artificial thinking machine' because it simply converts one magnetic field into another) or 2) living tissue. Might be a lobotomized servitor (Tlailaxians seem to have the capacity to make one), might be a Bene Gesserit if someone really wants a poisonous snake in his castle. Which is it? :) And I'm asking out of curiosity, too, because your knowledge of Dune universe is broader than mine.

I do not think that there is a through explanation of how those things work in Dune on the books written by Frank Herbert (I'm not including the ones written after his death). One recurring idea about Dune is how humans can master themselves and use spice to be independent from technology, while at the same time they become enslaved by the dependency of spice. Research and development of new technologies are also discouraged since they can threaten the status quo of a feudal society which relies on social stratification.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Duke_Falcon on March 10, 2016, 08:34:29 pm
A good mod. My only problem that I can not save games. Is this mod needs OXCE?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 10, 2016, 09:07:30 pm
A good mod. My only problem that I can not save games. Is this mod needs OXCE?

No, the mod should work with the normal nightlies.
 
The problem with saving happend to me also a few days ago. I can save. The save file appears in the corresponding folder.  However, the file does not appear in the load screen.
I do not know the reason for this. Maybe something in the nightlies was changed regarding the file structure for larger mods?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hythlodaeus on March 12, 2016, 09:42:36 am
It is too bad you went with David Lynch's Dune design for stillsuit, because those things look horrible on their own without any garments on top. I always thought the fremen should look closer to bedouins and less like guys wearing spandex.

(https://upload.wikimedia.org/wikipedia/en/c/c6/Eye-Frank_Herbert.jpg)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 12, 2016, 05:32:39 pm
3) miniaturized Lord Babbage Difference Engines ;)

That'd work too, albeit quite... slowly :)

Also while I agree with Hythlodaeus on principle, it is fully understandable that designs from the movies and games were used, as visual recognition is very important.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 13, 2016, 09:03:15 am
It is too bad you went with David Lynch's Dune design for stillsuit, because those things look horrible on their own without any garments on top. I always thought the fremen should look closer to bedouins and less like guys wearing spandex.

(https://upload.wikimedia.org/wikipedia/en/c/c6/Eye-Frank_Herbert.jpg)

I like the design of the movie stillsuit somehow, but bedouin clothing would look also pretty good. Drawing bedouin style inventory and battlescape sprites from scratch is not so easy for me, but if similar armor appears in another mod I could adapt it for the Dune mod.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Warboy1982 on March 13, 2016, 07:37:27 pm
This is why it's called 'science fiction' - you have a reality thousands of years in the future where your XX/XXI century notions of  physics/chemistry/engineering have been replaced with something else. You said those things cannot be build without electronics - if this is fiction, why not?

if i may weigh in with my perspective...

as far as i know, electronics were totally a technology they had, and used. but electronics are not the same as computers - computers need code to operate, and any knowledge of programming has long since died out.
as for a targeting computer, i could see them still existing, and still being in operation, but they'd be revered relics, mostly used on capital ships, not "ground" troops as it were. the ability to produce more may be long lost, but surely pre-existing units could be wired to work with "current" equipment.
they wouldn't be common knowledge, either. outlawing something simply makes people outlaws, it doesn't make it go away.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 14, 2016, 02:27:50 am
if i may weigh in with my perspective...

as far as i know, electronics were totally a technology they had, and used. but electronics are not the same as computers - computers need code to operate, and any knowledge of programming has long since died out.
as for a targeting computer, i could see them still existing, and still being in operation, but they'd be revered relics, mostly used on capital ships, not "ground" troops as it were. the ability to produce more may be long lost, but surely pre-existing units could be wired to work with "current" equipment.
they wouldn't be common knowledge, either. outlawing something simply makes people outlaws, it doesn't make it go away.

I don't really recall any mention of electronics in the books (I don't consider the David Lynch movie as canon) but I can be wrong. What I do remember is that we'd consider a lot of the Dune tech as archaic, for instance, shigawire is used as a recording medium instead of CDs. To us it would be considered primitive but again, you need to consider that the Dune society has thousands of years and it is quite possible that technological development regressed after the Butlerian Jihad - if you don't have a need to use CDs or/and they're expensive or impossible to produce, then everyone started using magnetic tapes instead.   

This does not exclude the existence of electronics in Dune - some Ixian devices (from the planet Ix) were suspected by many of violating the law against 'machines that replicate the thought of man'. However, this prohibition was a huge deal and it was strictly enforced by the Empire, Guild, Bene Gesserit, mentats, etc., because their existence threatened to undermine the social order.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Warboy1982 on March 14, 2016, 03:04:02 am
i understood the machines that replicate the thoughts of man to mean artificial intelligence, as opposed to automated fire control systems. take navigation systems for example... granted the technology to create them is obviously long lost, but we know such systems existed at _some_ point, because they didn't START on Arrakis, they had no access to the spice, and therefore no navigators. this leads me to believe that their must be SOME systems still out there and in operation, but the knowledge to repair, replace or replicate them is gone. again, such units would be incredibly scarce, but the capability to have even one ship in your armada capable of interstellar travel WITHOUT having to rely on the spice would be a HUGE advantage, and not something any of the great houses would part with easily - law or no.
the main problem i could see there, is that due to a lack of patches and updates over the last, say 10,000 years may mean that the star maps are woefully outdated and probably only contain information on a fraction of currently explored space.

as for a specific example in the books, Rhombur Vernius was basically a cyborg.

in any case, i think my main point was that i don't believe something as relatively innocuous as a targeting computer violates that law, as it still needs a human to pull the trigger.
once that element is removed, sure, let's talk execution methods.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Xeno Wiper on March 14, 2016, 03:16:35 am
I like the design of the movie stillsuit somehow, but bedouin clothing would look also pretty good. Drawing bedouin style inventory and battlescape sprites from scratch is not so easy for me, but if similar armor appears in another mod I could adapt it for the Dune mod.


Heh. I've seen the movie suits... People gonna fry on those... :P

And they look like some 80's trendy thing, not something people who live on a desert would use. They're kinda cool but not appropriate.

Beduin clothing can be called uninspired, but I think it adds a more mysterious look. Besides, could you not follow (or at least take some elements from) the tv series instead?

Maybe it's not that difficult to do it. You could adapt an ethereal vest.


I don't really recall any mention of electronics in the books (I don't consider the David Lynch movie as canon)

I've always thought the opposite, with all that bashing since it was released.... :P
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on March 14, 2016, 03:23:58 am
again, such units would be incredibly scarce, but the capability to have even one ship in your armada capable of interstellar travel WITHOUT having to rely on the spice would be a HUGE advantage, and not something any of the great houses would part with easily - law or no.

That device would be almost impossible to use because of the Spacing Guild - once they knew of its existence they would demand to the Emperor and Landsraad its immediate destruction, and of the offending noble house, because it would break their monopoly on space travel. And since they control all space travel, a spaceship appearing out of nowhere without a Guild Highliner to transport it would be very suspicious. Not to mention that Guild Navigators can access prescience because of their spice use so they could 'see' or 'predict' someone using such a device. 

I'm not disagreeing that those devices do not exist, but there would be extreme penalties for their use, and they would have to be extremely concealed, but their rarity makes hiding the use of such a device very difficult, not to mention prescience and the Bene Gesserit's Truthsayers.

Quote
as for a specific example in the books, Rhombur Vernius was basically a cyborg.

Very true, although I don't like the books written after Frank Herbert's death because the authors added a lot of stuff that wasn't present, and most of them are simply not as good as the original ones.

in any case, i think my main point was that i don't believe something as relatively innocuous as a targeting computer violates that law, as it still needs a human to pull the trigger.
once that element is removed, sure, let's talk execution methods.

Depends on the level of fanaticism involved - would an abacus be considered a machine that replicates human thinking? Probably not to you and me but it can be argued that it is.

But above all, why would someone need a targeting computer on Dune? Nearly all conflict happens through kanli, or the art of vendetta, where knives, assassins and poisons are the weapon of choice. You don't see massive air or space battles - it's cheaper to settle differences through ritualized duels.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 14, 2016, 09:10:23 am
But above all, why would someone need a targeting computer on Dune? Nearly all conflict happens through kanli, or the art of vendetta, where knives, assassins and poisons are the weapon of choice. You don't see massive air or space battles - it's cheaper to settle differences through ritualized duels.

Yeah that's what Prince Leto thought, but Harconnen proved him wrong, by assaulting his palace with a large army and artillery. And Paul repaid them (and everyone else) in kind, starting with nukes then proceeding to wipe out billions of people (I doubt his men did that with knives alone) :) Also when Paul was escaping on a ornithopter with his mother, afair he wasn't feeling safe - without targeting aids in existence, an ornithopter would be basically untouchable.
As far as warfare goes, the biggest ban enforcer is effectively the Guild, seeing how everyone is dependant on their ships for troop transport. A combat that threatens a Guild's ship is perhaps even greater taboo than the use of nuclear weapons.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: kikimoristan on March 14, 2016, 10:26:20 pm
Dune is set about 20,000+ years into the future from present time.

To give you an idea the time when Paul Atreides is born in 10,175 AG. The roman empire is founded in ~16400 BG (27 BC) and falls ~16000 BG (476 AD). Sine you're counting backwards to 0 AG then 2016 would be 16000 BG (476 AD) - (2016 AD - 476 AD)  = 14460 BG. Which means Paul Atreides is born in year 24,635 AD (give or take ~100 years)

Now what you guys are talking about is the Butlerian Jihad that lasted from 200 BG to 108 BG in which thinking machines (AI) revolted  against their creators (humans) leading to the banning of thinking machines (AI) but not computers or electronics. A book called the Orange Catholic Bible or OCB is written (an extended version of the Catholic Bible) in which thinking machines are prohibited and Mentats start being trained as replacement for computers.

"Thou shalt not make computers in the likeness of the human mind"  OCB

Essentially this means all advancements in AI are halted for the next tens of thousands of years.

But there are some people for example house of IX that continued developing cybertechnology to such an extend that they are able to replace any body part with a cybernetic counterpart. They probably have the ability to create a fully AI lifeform. They probably don't do it or only do it privately in fear of the Emperor.

BG & AG
The greatest milestone in  this future timeline is the establishment of the Space Guild , CHOAM and the Emperor of the Universe throne (Lion Throne). These 3 bodies will define the next thousands of years so much so that this moment is referred to 0 AG (after guild) and all events previous to this are considered BG (before guild).

See timeline here https://dune.wikia.com/wiki/Timeline_(Dune_Encyclopedia)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: kikimoristan on March 14, 2016, 10:56:36 pm
Sorry I forgot to say this.

While the ban is on thinking machines ONLY, as time passes all humans will develop an irrational fear towards all machines. This love hate relationship with machines is everywhere in the 3 main books.

The house of IX which develop machines and have very advanced technology are sometimes seen as sorcerers or witches something to be both feared and respected. They are the only one to develop any type of machines  meaning they have the sole machine monopoly in the universe. This is the only thing that keeps them alive. All type of machines from Orithopter, harvesters, Oil Lens bionoculars and anything like that is all Ixian.

The opposite of IX is house of Tleilaxlu which use genetic engineering to develop very advanced bio machines (mentats, fighters, etc). They seem to be very popular and respected in the empire and often antagonous of Ixians.

In the book Harkonen employ Tleilaxlu often while Atreites seem to favour Ix. Although IX does not favour any specific house and will produce any type of machine for any house.

After Paul Atreides's child Leto II becomes the emperor of the universe , the fear of machines becomes lessened and AI is slowly allowed in subservient limited roles. This is the end of the Space Guild and the universe of Dune as we know it.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on March 16, 2016, 06:55:11 pm
A very good summary. From my side, I'll add a couple of pointers and addendums to this, on the technological side of things (as I an Orthodox Materialist :). As I refuse to treat Dune as a fantasy novel.

AI/Circuitry/Computers: We're only about 100 years into the Age of Electronics. From the engineering standpoint, we have, in all likeness, NOT a clue about how their circuitry looks or works. Therefore we must take literally "No Thinking Machines in the likeness of Man", and NOT think in the terms of what we consider electronics/computers today (transistors, integrated circuits, digitalism), but in the terms of what was the meaning of these words in the culture of Dune, some 20k years in the future.

Genetic Memory: Highly advanced biotechnology with a sprinkle of social conditioning. At some point in that abyss of time, some humans (nobility perhaps?) were enhanced in a way that created the penomenon. Tlailax (a Male order, am I wrong? No female Mentats!) being a likely culprit, on a rare occassion they cooperated with Bene Gesserit. One specialize in Mind, the others in Body.

The Power of Voice: Widespread mental conditioning. The Gesserit were in charge of the highest culture for Millenia. It is not unlikely they have slowly brainwashed the masses to be susceptible to the power of hypnosis. This is proven possible by science. All more likely since there were persons (Vlad Harkonnen) and even whole nations (Fremen; an isolated group) which were to various extent resistant.

Holzman Shield Generators: I don't want to bore you, so in short, what can sustain such considerable power for basically infinity and violently explode when interacted with in a certain way (a focused, high powered ray of electromagnetic radiation), with a force of a thermonuclear bomb? Easy. Thermonuclear reactor. Again, one current school of possible fusion reactor design is so-called 'Polywell' ( https://en.wikipedia.org/wiki/Polywell ). It could be miniaturized. No battery could hold out for infinity, while a fusion reactor, which can procure hydrogen from its sorroundings, could. However, such a reactor doesn't really need a digital computer, it can have an immensely sophisticated analogue circuitry instead. But to us, it'd look so much more primitive and yet much more intricate than our best computers.

Holzman Platform, Glow-globe: same power source, but antigravity? Who knows. Gravitational radiation has been discovered, albeit just only very recently. It is big news in physics. If there is radiation, there can be a way to inreact with it. Not disproven!

Prophetic Powers: Science as of today knows very little about the true capabilities of human mind. Or the ways to enhance it to superhuman levels. And we might never know, as only a more complex system can fully model a simpler system, but we don't have any more complex system than our brain, so we don't have anything to fully model it on! In all probability, the enhancement of the human brain in the future will be trial-and-error process. The point is, there is no way of telling what an enhanced human brain would be capable of.

And yeah, tiny clockworks can work too as circuitry, but I believe, without proof, that electricity and magnetism will prevail in the end :)

No myth has been busted in this slightly humorous yet serious summary. Dune is not a Myth! It's Science Fiction!
(and I won't start a Jihad over this either, cross my heart ;) )
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: kikimoristan on March 18, 2016, 06:42:11 am
Dioxine . Very thoughtful and observant remarks. Here is a few more ideas to help chisel out what you said about mentants and tleilaxu

Now as you have said most Mentats are male however what is less known is that Bene Gesserit are in fact  female Mentat nuns. The female mentant nun order went much farther than males and became so powerful that they created their own house and have a lot of power and influence over the Universe and the Empire.  So as you see there are female Mentants.  Generally Mentants (males) are used anywhere fast thinking is required while female Mentants or should I say Benne Gesserit only show up in matters of utmost importance. Benne Gesserit have become so powerful because their faith is based on eugenics. Their power is thousand of years of breeding the right people with the right skills and a lot of discipline and training.

Their only weakness is that the Empire is passed down via males and since they are all females they can never ever hope to be emperors. This is where Paul Atreides came in. He was originally thought to be a step in creation of the Kwisaz Hederach or the male Benne Gesserit who they will use to claim the throne. He was not meant to be the male benne gesserit but rather was supposed to one of his descendents. But he was born to soon and nobody paid attention to him until it was too late. They lost control of him and lost power to the Empire.

Tleilaxu (also called Bene Tleilax)  have a much more direct approach. They simply genetically alter or create anything  they need.Although they are well respected by rules of various houses   for their efficiency in dealing with problems, they are considered "loathsome" by all others.   They are very secretive, isolationist, totalitarian and theocratic (Heretics of Dune) society. It appears their genetic engineering practices are dominated by religious ideology and dogma.

Both of these houses derive from a post AI ban future Catholic faith. Both of these houses or groups are based on religious dogma and ideology but interpreted differently.
 
Edit: The House of IX on the other hand is pretty much the most sensible continuation of the present day world. IX is capitalist , scientific, pragmatic, technologic. They live underground where they have vast laboratories in multiple levels where they spend all their time producing technological marvels.  Their ideology is pretty much a very advanced western capitalist democratic society.  IX literarily means 10 from the roman numeral 10. The roman empire connection with the present day society is clear sign that this house is western world in year 25,000.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Warboy1982 on March 18, 2016, 07:20:33 am
erm... one small thing... IX is 9, not 10
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Yankes on March 18, 2016, 07:28:16 pm
erm... one small thing... IX is 9, not 10
off by one, standard in programming bugs :D
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Duke_Falcon on March 18, 2016, 08:32:07 pm
IX is the designation of the planet or system (I think it means the planet's number) what simply meant 9.th. But IX become the official name of the planet and thus they become ixian. The other technological world is Richese and it were mentioned in the original Dune novel. Both lived in a constant experimenting of new technology but IX were not afraid of create computers even though it were never mentioned those computers use AI or not. Afterall a computer could do work without AI and thus it literally not violate the butlerian anti-AI dogma.

In the Imperium there are radars, computers and high-tech things apart from starships and highliners but totally devoit of any kind of AI. Using printed circuits, burned eproms enable computers to work and do not even count as AI in any means. Pre-recorded orders are not banned to use. And manufacture some items also surely needs advanced mechanics, some degree of robotics as humans make way to much mistakes. Shields are a good example. And these are only a few example. Dune do have technology but those techs what require AI are changed with specially trained humans (Mentats, Bene Gesserits, Face-dancers, Suk-doctors and so on).

By the way is there a way or fix to load saved games? This mod is cool but without loading it is impossible to pass through the first 3-4 months.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: kikimoristan on March 18, 2016, 10:29:30 pm
erm... one small thing... IX is 9, not 10

hahaha . you're correct :D 

sorry i meant 9
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 20, 2016, 10:18:17 am

By the way is there a way or fix to load saved games? This mod is cool but without loading it is impossible to pass through the first 3-4 months.

Unfortunatley loading is still not working. I filed I bug report, but probably it has not high priority.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Xeno Wiper on March 22, 2016, 01:45:08 am

Edit: The House of IX on the other hand is pretty much the most sensible continuation of the present day world. IX is capitalist , scientific, pragmatic, technologic. They live underground where they have vast laboratories in multiple levels where they spend all their time producing technological marvels.  Their ideology is pretty much a very advanced western capitalist democratic society.  IX literarily means 10 from the roman numeral 10. The roman empire connection with the present day society is clear sign that this house is western world in year 25,000.


Stopped reading by then.... :P




Apart from the loading issue, how is it going? Have you finished Dunefying the graphics?


About the stillsuits, there's something I saw on a thread here (made by Dioxine):

(https://s21.postimg.org/icszx2bav/Priest.gif)

Maybe you could use it to make the hood.




Edit: wrong credits.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 24, 2016, 01:12:55 am
Yes, some of Bloax' inventory images may be useful for a bedouin style Fremen.

Making progress for the mod is a bit slow, so do not expect to much.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Xeno Wiper on March 30, 2016, 06:05:03 am
Yes, some of Bloax' inventory images may be useful for a bedouin style Fremen.


Making progress for the mod is a bit slow, so do not expect to much.


In fact, I was thinking... if you're going full on Lynch style......forget about bedouins. I prefer coherency over trying some kind of realism but end up betraying your original concepts and turning it into a bunch of ideas not linked to each other.

Besides, the personal armor is coincidentally too similar to that one. Easy job.  :P

But still.....why brown and not black/grey/dark grey? Is it because of dark environments?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on March 30, 2016, 11:28:03 pm
Tried to prepare a tuareg guy inventory image copied together from various sources. (partly Bloax' KKK guy)

I am still not so happy with it. Maybe recoloring it makes it better.


Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Xeno Wiper on April 02, 2016, 01:20:34 am
Tried to prepare a tuareg guy inventory image copied together from various sources. (partly Bloax' KKK guy)

I am still not so happy with it. Maybe recoloring it makes it better.


And the wind blows the white skirt ... 8)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Dioxine on April 02, 2016, 03:43:34 pm
It suffers the most from XCom base paperdolls' gorilla arms... Other than that I quite like it.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: kikimoristan on April 09, 2016, 10:02:42 pm
I think it looks great. I like OpenXCom paper doll look.

And sorry about the sermon above. I got too much into it. I really like Dune if you haven't already noticed :p
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: clownagent on April 09, 2016, 10:17:21 pm
Bedouin attack looks a bit unintentional funny  ???
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: Hobbes on April 10, 2016, 01:33:27 am
Bedouin attack looks a bit unintentional funny  ???

Pirates of the Arrakis Wasteland?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.15
Post by: hellrazor on April 16, 2016, 08:16:28 pm
I want Spice Harvesters!
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.16
Post by: clownagent on April 28, 2016, 11:34:09 pm
The loading/saving issue seems to be resolved.

Uploaded a new version

Ver 0.16
- Added other Sardaukar units (graphics from robins "From the Apocalypse mod")
- Added new bedouin suit
- Changed armor manufacturing and corpse extraction
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.16
Post by: new_civilian on April 30, 2016, 12:16:58 pm
Good work on the beduin suits inventory picture (paperdolls)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.17
Post by: clownagent on May 29, 2016, 05:40:22 pm
New version with small changes:
https://www.mediafire.com/download/zjp32yq7yxu45ih/LandOfSand_0.17.zip

Ver 0.17
- Added Desertplane terrain (Hobbes)
- Changed detection facilities
- Improved base defence maps (robin)
- Replaced psi-amp with mind-bender (robin)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.17
Post by: Hobbes on June 01, 2016, 04:51:28 am
Just had a look. The landform detail on Geoscape is impressive, great work there.

I used your desert textures for version 0.9 of Area 51 when I redid the Geoscape a while ago :)

For the regions/countries, I think the best solution might be to make the country simply the name of the sietch located there. Probably reduce the area of the country, or have separate areas for each country. For instance, on my mod, country UK includes not only the British Isles but also the Falklands. So Sietch Tabar would have a central area around the 'city' and then smaller outposts spread around it, representing windfarms, spice fields, rocky areas, etc. And you could actually create terrains for those and set the textures to use those terrains. And even create missions like Harkonnens stealing spice, water, etc.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.17
Post by: clownagent on June 01, 2016, 09:26:24 pm
Just had a look. The landform detail on Geoscape is impressive, great work there.
Many hours with Falko's world editor made it possible  :)

For the regions/countries, I think the best solution might be to make the country simply the name of the sietch located there. Probably reduce the area of the country, or have separate areas for each country. For instance, on my mod, country UK includes not only the British Isles but also the Falklands. So Sietch Tabar would have a central area around the 'city' and then smaller outposts spread around it, representing windfarms, spice fields, rocky areas, etc. And you could actually create terrains for those and set the textures to use those terrains. And even create missions like Harkonnens stealing spice, water, etc.

Yes, I gave countries the same name as the sietch and in parentheses the region name.
The problem is that there are no extra labels for regions possible. In normal Xcom it is not a problem, because everybody recognizes the regions "Africa" or "Australia" immediatly. But regions like "funeral plane" are not identifyable on the desert plane without label. So using the charts on enemy activity would be very difficult without region names.

A more detailed planet with more countries would be good indeed. I also like the special mission like in the "Area 51" mod.

Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.17
Post by: Hobbes on June 01, 2016, 11:08:03 pm
Many hours with Falko's world editor made it possible  :)

Have you tried Volutar's? To me it's easier with it but it's just a personal preference

Quote
Yes, I gave countries the same name as the sietch and in parentheses the region name.
The problem is that there are no extra labels for regions possible. In normal Xcom it is not a problem, because everybody recognizes the regions "Africa" or "Australia" immediatly. But regions like "funeral plane" are not identifyable on the desert plane without label. So using the charts on enemy activity would be very difficult without region names.

A more detailed planet with more countries would be good indeed. I also like the special mission like in the "Area 51" mod.

Last night I spent some time listening to the music (great selection btw, it's very hypnotic) and looking at the globe, trying to come up with an easier solution. Even ended up looking at maps of Arrakis and actually realized that I'd have designed the landforms in a different way since I imagined them differently. But the core issue behind all of this is what you can do with the OXC engine vs. the Dune universe, and starting from the top, there's the storyline which affects things like the cities, missions, etc. So here's a few ideas I had last night that might be interesting or not
* Carthag, Arrakeen and any other cities would be marked but only used for special missions (assassinate Harkonnen Leader, steal spice, etc.)
* Sietches would be countries, but the actual location of the sietch would not be displayed on the map since Fremen are nomadic people, so they have several locations where to set camp and they like to keep those locations a secret, even from other sietches, for security reasons. Terror missions could take place in different locations
* Are you thinking of adding Atreides? Now that armed civilians are possible, you could set them as a 3rd party during a battle, although they will shoot at your units during reaction fire (but not while the AI is moving them)
* If Atreides (and Paul) aren't added, you could also add a 'Lisan al-Gaib' or 'Kwisatz Haderach' unit for the Fremen that to create it would require retrieving Water of Life. The Fremen already had that prophecy implanted by the Bene Gesserit, and it would make sense for one of their leaders to play the religious crusade card by researching the Missionary Protectiva. And actually you could give the whole mod a more 'messianic' or superstitious tone in the text used for UFOPedia, etc.
* Bases could simply be Harkonnen outposts in the desert (actually, better on rock, otherwise worms would eat them). Then Harkonnen could get bigger bases as time went by

I'll stop here. I hope this is useful :)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.17
Post by: GrossorMD on June 14, 2016, 09:04:05 pm
May I suggest adding the Prologue theme to the soundtrack? It's always been one of my favorites :p
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.18
Post by: clownagent on September 12, 2016, 01:15:13 am
New version uploaded (now with OXCE+ exe from Yankes and Meridian)

https://www.mediafire.com/download/vagiwpgl8y0m22y/OpenXcom_LandofSand_0.18.zip

Ver 0.18
- Added intro slideshow
- Added ufopedia planet informations
- Added wavy desert (from XOps)
- Added Sardaukar terror unit
- Small manufacture and research changes
- Added spotter team as craft
- Change to OXCOME+ EXE from Yankes and Meridian
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.18
Post by: Meridian on October 02, 2016, 09:09:19 pm
Code: [Select]
  - type: STR_HARKONNEN_BLOOD_DOG
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 4000

...should be STR_HARKONNEN_BLOODDOG, without extra underscore, so that live blood dogs can be recovered.

PS: OXCE+ please, not OXCOME+
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.18
Post by: Solarius Scorch on October 02, 2016, 10:36:18 pm
PS: OXCE+ please, not OXCOME+

I think OXCOME is a very catchy name... If you know what I mean :)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.19
Post by: clownagent on November 01, 2016, 01:02:31 am
Uploaded slightly modified version:

Download link:
https://www.mediafire.com/file/1t022dwo5br5cau/OpenXcom_LandofSand_0.19.zip

Ver.0.19
- Updated OXCE+ EXE
- Updated some Ufopedia images with new palette
- Fixed an error with life bloodhound capture (thanks to Meridian)
- Added a spice harvester mission (Harvester map from Dioxine's Piratez mod)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.20
Post by: clownagent on November 22, 2016, 12:08:44 am
Uploaded an updated mod version:

Download with music and executable (~ 35 mb) from:
https://www.mediafire.com/file/tzfftew088i5iig/OpenXcom_LandofSand_0.20.zip


Changelog:
Ver.0.20
- Updated OXCE+ EXE
- Added Spacing Guild as faction. (Units are from robin's Apocalypse mod and Tollworkout's Antman mod)
- Updated Ufopedia
- Exchange some item graphics from robin's apocalypse mod (Rifle, Pistol, Launcher, Glowglobe, high explosive)
- New items: Kindjal, Tech guns, cutter ammo (graphics from XOps and dioxine)
- Small graphics fixes
- Added stun and wounded indicators from Piratez mod
- Removed timer from most grenades
- Added Harkonnen Slave as unit
- fix a bug with melee weapons (clipsize -1)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.21
Post by: clownagent on December 18, 2016, 01:26:37 pm
New Version 0.21 available:

Download with music and executable (~ 40 mb) from:
https://www.mediafire.com/file/ckk1f3znqeyaa13/OpenXcom_LandofSand_0.21.zip


Changelog:
Ver.0.21
- New Enemies: Smuggler Thug, Smuggler Rogue, Smuggler Drone
- New Items: Taijur Bomb
- Added more cities on globe
- Cleaned up ufo interception images
- Revised mission zones and mission scripts
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.22
Post by: clownagent on January 01, 2017, 05:51:13 pm
Updated version uploaded:
https://www.mediafire.com/file/0qysaoxvb772bzq/OpenXcom_LandofSand_0.22.zip

Changelog:
Ver. 0.22
- Added region labels (thanks to Meridian)
- Revised research and ufopedia entries
- Changed visibility at night
- Revised Drifter map
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.22
Post by: Nord on January 01, 2017, 09:21:16 pm
Very interesting.
Can i suggest something? Fremen do not use heavy armo, yes, but no sources (i mean books) forbid them to use hi-tech additions to their equipment, so you can add a variety of advanced stillsuits, like night vision, tleilaxu synth muscules or ix jumppack. Because armors is the important part of xcom. ;-)
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.22
Post by: clownagent on January 02, 2017, 09:43:06 am
Very interesting.
Can i suggest something? Fremen do not use heavy armo, yes, but no sources (i mean books) forbid them to use hi-tech additions to their equipment, so you can add a variety of advanced stillsuits, like night vision, tleilaxu synth muscules or ix jumppack. Because armors is the important part of xcom. ;-)

True, more different armors is one of the features still missing. Camo and night vision would be indeed very fitting.
It is on my to-do list.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
Post by: clownagent on March 04, 2017, 07:03:21 pm
Updated version uploaded:
https://www.mediafire.com/file/zi37kse5d0laei7/OpenXcom_LandofSand_0.23.zip

Changelog:
Ver. 0.23
- Added two Sardaukar ships (graphics from XOps)
- Updated mission scripts
- Added items: Spear, javelins (from PirateZ)
- Fixed some smaller issues
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
Post by: The Think Tank on March 22, 2017, 10:43:19 pm
Yay!
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
Post by: Solarius Scorch on April 18, 2017, 07:45:32 pm
Clownagent, there is a small problem with the SIETCH tileset: tile 50 should have movement cost of 255, but it's 4 instead. This is causing crashes due to pathfinding.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
Post by: clownagent on April 18, 2017, 09:34:19 pm
Clownagent, there is a small problem with the SIETCH tileset: tile 50 should have movement cost of 255, but it's 4 instead. This is causing crashes due to pathfinding.

Thanks for spotting. I will fix it for the next version.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.24
Post by: clownagent on August 02, 2017, 07:19:22 pm
Uploaded a small update:

Download with music and executable (~ 40 mb) from:
http://www.mediafire.com/file/5t103tb02d4jm32/OpenXcom_LandofSand_0.24.zip

Ver. 0.24
- Use Mudranger as enemy craft
- Added Bene Gesserit as enemy unit (based on pirateZ graphics by Dioxine and Dark Legions graphics)
- Two soldier types available: Normal and Fedaykin.
- Small fixes

Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: clownagent on August 12, 2017, 03:49:33 pm
New version uploaded:

Download with music and executable (~ 40 mb) from:
http://www.mediafire.com/file/9346cg2f8tzo39z/OpenXcom_LandofSand_0.25.zip


Ver. 0.25
- Added enemy units: Atreides Defector, Atreides Officer, Guild Servant
- Added HWP: Distrans Bat
- Added a few resource items
- small improvements
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: The Think Tank on August 14, 2017, 08:52:59 pm
Glad to see this is still being updated, looks fantastic as per usual!
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Yataka Shimaoka on August 15, 2017, 04:48:21 am
Clownagent, how about posting it in the portal?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Meridian on August 15, 2017, 09:53:07 am
Clownagent, how about posting it in the portal?

Portal doesn't work... posting here is the best option we have.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Dioxine on August 16, 2017, 06:07:47 pm
Since the mod looks borderline playable now, I finally decided to try it. Gotta say, it is more playable than I expected. I like it a lot. The attention to detail really shines in every aspect of it.

I have a minor suggestion. There was an option somewhere to make city and region names visible at different level of zoom than default. Since Dune is a far less busy planet than Earth, making these labels visible at lower zoom than default would add to the experience IMO.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: clownagent on August 26, 2017, 06:59:48 pm
I have a minor suggestion. There was an option somewhere to make city and region names visible at different level of zoom than default. Since Dune is a far less busy planet than Earth, making these labels visible at lower zoom than default would add to the experience IMO.

Nice idea, but the ruleset does not allow control over all labels.

As far as I understood:
- Custom globe labels (introduced by Meridian) can have any zoom level (I use these as region labels)
- Zoom level of country labels cannot be changed
- Zoom level of cities can be changed according to the wiki, but I have no idea how. If anybody knows, please post an example.

From the wiki:
"Mission zone 3 defines cities belonging to a region ([lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]). They will be displayed on the globe and used for terror site missions. Cities can also have a zoom setting which determines the appearance of its name label according to the specified zoom level."
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Meridian on August 26, 2017, 07:25:10 pm
Cities can also have a zoom setting which determines the appearance of its name label according to the specified zoom level."

No such thing exists.
Somebody got too creative when writing it...
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Yankes on August 27, 2017, 05:04:49 pm
No such thing exists.
Somebody got too creative when writing it...
This was added by me but some time ago was removed after that in some refactoring of regions.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Hobbes on August 28, 2017, 06:16:51 am
This was added by me but some time ago was removed after that in some refactoring of regions.

I've just removed it
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Yataka Shimaoka on January 13, 2018, 08:33:18 pm
Lets walk through this walls
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Mitra Lightbringer on July 16, 2018, 08:43:22 pm
Is this mod still alive? I played it some time before, and it was so cool, but I don't see anything more added.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: clownagent on July 17, 2018, 08:58:28 pm
Is this mod still alive? I played it some time before, and it was so cool, but I don't see anything more added.

I stopped working on the mod some time ago. There will probably be no update anytime soon.

If anyone likes to pick up the mod and develop it further, feel free to do so.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Lord Flasheart on July 22, 2018, 10:19:53 pm
Love the mod!

Found some bugs:
-Bought a Flyer and got 2 of them in 1 hangar.
-When personal shield was bought, nothing arrived but kept getting the items arrived screen every second.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: clownagent on July 22, 2018, 11:03:29 pm
Love the mod!

Found some bugs:
-Bought a Flyer and got 2 of them in 1 hangar.
-When personal shield was bought, nothing arrived but kept getting the items arrived screen every second.

I could not reproduce these errors.
Which version of OXCE+ are you using? The one which comes with the mod or a newer one?

Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Meridian on July 22, 2018, 11:42:38 pm
Sounds like transferTime: 0
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: Lord Flasheart on October 02, 2018, 11:51:46 pm
Is there any use of the Personal Shield Generator? It doesn`t show up in the equip aircraft roster.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
Post by: clownagent on October 04, 2018, 09:31:29 pm
Is there any use of the Personal Shield Generator? It doesn`t show up in the equip aircraft roster.

No, there is no use yet. Just sell it.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.26
Post by: Meridian on July 26, 2019, 04:50:54 pm
Updated to be compatible with the recent OXCE.

Download attached.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.26
Post by: luke83 on July 27, 2019, 12:04:57 am
Nice work, i wanted to try this mod.

I am assuming this mod is Unsupported at the moment ( if Meridian is updating)??? I always loved the Dune series, its the Only Book series i have ever read ( which shows how much  i loved it, why read a book when you can watch the movies & mini series but for this series, i crossed the line).
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.26
Post by: FilmFan84 on November 19, 2019, 06:02:58 pm
Sadly i reached a reproducable crash on this mod ending the stream
End the turn, and the game will crash
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.26
Post by: Meridian on November 21, 2019, 10:51:50 am
Sadly i reached a reproducable crash on this mod ending the stream
End the turn, and the game will crash

As the message says, item STR_MARTYR is missing... and thus the stunned unit cannot be recovered.

Code: [Select]
  - type: STR_MARTYR
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 10000

This would fix it.
Also, some translation for the item would be nice.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.26
Post by: clownagent on November 21, 2019, 11:00:39 pm
Sadly i reached a reproducable crash on this mod ending the stream
End the turn, and the game will crash

I uploaded a fixed version of the mod to the 1st post. Install it, and then load your posted sav and just end the turn.

I also saw there is a problem with the Devastator recovery, but I could not find a way to fix it yet.

edit: devastator recovery is also fixed in the newest version.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: clownagent on November 22, 2019, 12:40:42 am
Updated the download in the first post (Ver, 0.28) with some more bugfixes.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: FilmFan84 on January 13, 2020, 09:52:10 pm
Sorry for the delayed response
Thankyou for fixing this
Looking forward to seeing what else you do with the mod
<3
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: normae on February 03, 2020, 06:19:43 am
tried buying a second orni, game started sending me "phantom buys" with no contents and duplicating the orni. Selling these phantoms crashed the game

I did like the premise anyways. Found myself using rockets and snipers mostly given the ineffectiveness of  rifles
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: FilmFan84 on February 05, 2020, 01:15:03 pm
...Found myself using rockets and snipers mostly given the ineffectiveness of  rifles

The most effective weapons i find are close combat (just as in the lore)
Using the cover of night and blades you'll be wiping out Harkonnen in droves whilst boosting your Fremen stats massively

As to your other issue, i will try this myself and see if i get the same

I really want this mod to succeed :) it's truly something unique
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: clownagent on February 06, 2020, 12:45:12 am
tried buying a second orni, game started sending me "phantom buys" with no contents and duplicating the orni. Selling these phantoms crashed the game


I cannot reproduce this error.

Can you upload a save file?
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: normae on February 09, 2020, 04:27:47 am
This is the save file having just bought an orni, bug has replicated multiple times for me
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: clownagent on February 09, 2020, 01:06:18 pm
This is the save file having just bought an orni, bug has replicated multiple times for me


Are you using the newest Openxcom Extended (OXCE) executable for playing?

https://openxcom.org/forum/index.php/topic,5258.0.html

The mod may throw errors, if you use the normal OXC executable.

EDIT: I repaired the save file (attached). Playing with the newest Openxcom Extended (OXCE) executable should work just fine then.

Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: Buscher on April 10, 2022, 09:05:58 pm
This mod currently fails on a validation check with the latest OXCE ( My reference version is 7.5.8 )

Just replace the file
LandOfSand/Ruleset/Armors-LandOfSand.rul with the attached one to this post.

STR_NONE_UC was disabled by a STR_NOT_AVAILABLE soldier type which the game crashed on, now STR_NONE_UC is simply deleted.
Title: Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
Post by: Buscher on April 16, 2022, 02:38:11 pm
I started writing a little mini mod for Land of Sand now. It basically started by the question if a personal shield could blow up if a Lasgun shot at it which is quite fitting for the Dune setting.

You can run it as a sub mod Land of Sand which already is a master mod.

Changelog
Code: [Select]
## Changelog v0.3 (requires 7.5.13)

- Enabled Distrans Bats
- Added Personal Shield Toggle (on/off)
- Personal Shields show status with the primed indicator
- Personal Shields can only be worn on belts
- When a Lasgun hits a Personal Shield there are now three outcomes:
  - Target explodes
  - Attacker dies and explodes next turn
  - Target explodes + Attacker dies and explodes next turn
- Leader armor has 'normal'/non-personal shield damageModifiers
- Purchasing Personal Shield is behind any Leader using Personal Shields and Global Smugglers
- Bases don't drop E115 any longer
- Enabled statisticalBulletConservation (not part of fixedUserOptions anymore)

## Changelog v0.1 + v0.2

- Personal Shields are equipable items now that
  - block all damage but Blades (Melee) and Shock (Stun)
  - blows up when shot by a Las weapon
- Personal Shields are given to enemy depending on current tech level (months passed)
- Personal Shields can not be extracted from bodies (cold or warm)
- Cutter ammo was moved back a bit
- Database article for cutter ammo becomes available once cutter ammo is purchasable
- Melee weapons train reactions additionally to melee
- Bandages train bravery
- Bandages are actually used up
- Spice Bandages are produced in bunches of three to compensate
- Spice recovers 40 Energy and 10 Stun
- Bugfix for 0.28 so it runs in OXCE without the hotfix
- Expedition and Spotting are set to undetectable (assuming Hunter Killers ever become a thing)
- Show Throwing Accuracy in the inventory screen next to FA, melee and PSI