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Author Topic: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28  (Read 133281 times)

Offline Solarius Scorch

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
« Reply #180 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.

Offline clownagent

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.23
« Reply #181 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.

Offline clownagent

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.24
« Reply #182 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


Offline clownagent

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #183 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

Offline The Think Tank

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #184 on: August 14, 2017, 08:52:59 pm »
Glad to see this is still being updated, looks fantastic as per usual!

Offline Yataka Shimaoka

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #185 on: August 15, 2017, 04:48:21 am »
Clownagent, how about posting it in the portal?

Online Meridian

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #186 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.

Offline Dioxine

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #187 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.

Offline clownagent

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #188 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."

Online Meridian

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #189 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...

Offline Yankes

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #190 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.

Offline Hobbes

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #191 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

Offline Yataka Shimaoka

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #192 on: January 13, 2018, 08:33:18 pm »
Lets walk through this walls

Offline Mitra Lightbringer

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #193 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.

Offline clownagent

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Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.25
« Reply #194 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.