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Posted

Have you ever tried to define more clearly? I mean, how many money exactly we can earn from one square (of grid on the map) of spice?

There are thick spice and thin spice on the map.

Posted

One square of thin spice is 200 credits.

the thick is like 2 thins one over the other, so 400 per square.

 

One harvester deplete 3 squares of thin spice, and took half of another to get the 700.

  • Upvote 1
Posted

Thank you very much, Cm_blast !

 

I would like to know, is this quantity exactly 200 (and 400) every-time everywhere?

So 5 squares of thin spice are exactly 1000 credits, aren't?

Posted

Thank you very much, Cm_blast !

 

I would like to know, is this quantity exactly 200 (and 400) every-time everywhere?

So 5 squares of thin spice are exactly 1000 credits, aren't?

 

Yes, the harverster have 7 small squares to indicate how empy/full is it.

7 squares = 100% = 700 credits.

Everytime the harverster step in una thin spice the animation of collecting appears and 1 indicator-square is up. Then the harverster do another animation, filling another indicator-square and depleting the thin spice at the same time. (in case of thick at the second animation the square is converter to thin spice and the harverster move on another square).

 

and yes, 5 thin is 1000 credits. 

  • Upvote 1
Posted

 tried search in the dat file anyway but  notthing there related to spice value..  so  most likely bin files.  played around with spice  as weapon 

in tibed and  i could actually generate spice on map but shooting spice gun on rock  crashes the game.

 

i think found it   in vars.bin   first line value 64   set it to 32 and save it.  you have cut  spice value from 100 credits to like  50 .  setting it to 75  caused spice  to go  120 credits for 1 spice unit.  theres many unknown values

Posted

full list of vars.bin:

int harvestUnloadDelay
int harvestBlobValue
int harvestLoadSpiceDelay
int starportUpdateDelay
int starportStockIncreaseDelay
int starportStockIncreaseProb
int starportCostVariationPercent
int starportFrigateDelay
int refineryExplosionOffsetX
int refineryExplosionOffsetY
int HarvesterDriveDistance
int RepairDriveDistance
int BuildingRepairValue
int UnitRepairValue
int SinglePlayerDelay
byte NumberOfFremen
byte SandWormAppetite
byte SandWormInitialSleep
byte SandWormFedSleep
byte SandWormShotSleep
byte NumberOfCrates
byte CratesPerPlayer
byte DevastatorExplodeDelay
int IgnoreDistance
int CrateCash
byte ShowWarnings
byte DeathHandAccuracy
 

  • Upvote 2
Posted

int harvestBlobValue - byte 4 to 8 - vars.bin

 

004E2A70   .  44 65 61 74 6 ASCII "DeathHandAccurac"                 ; ASCII "DeathHandAccuracy"

 

So this one can be edited to make the Death Hand (Harkonnen's nuke - superweapon - cuz u keep forgetting what this is :D) be more accurate? As now it can totally miss the target. This would actually make it useful especially in multiplayer. How can I edit that?

Posted

Ok, made the Death Hand very accurate now. Can this be added to cncnet5?

 

HERE is the modified vars.bin with Death Hand Nuke being "maximum-possible" accurate.

Posted

well interessing  is repairamount and repairdrive. so we  can tweak it somehow .  its very interessing i've   made some error in hexing vars.bin and  completly turned off  bulding repairing. and couldnt turn it on again had to replace  the file instead  so be careful  when editing

Posted

I don't know if people would want this, it's a gameplay change :) Ask all the players and if no one got a problem with it then it could be added

I would certainly not oppose this. In my opinion the unaccuracy of death hand is a flaw in this game. It's weird that you can invest some money, power, and (perhaps more importantly) time to build a palace (which is supposed to be your ultimate weapon) , but all this can have zero effect on the game if you are unlucky. It can even help your opponent if you get frustrated by these repetitive Death hand failures. So currently, I think this accuracy issue makes the Death Hand the weakest of the 3 Palace weapons (behind Fremen and Saboteurs in this order). 

 

Having become myself an Harkonnen user since 6 months, I never build Palace for 2 reasons: unaccuracy is definitely 1, the other is that I like Sardaukars and I like to play with the 600x800 resolution. When my IX and High Tech are built, I can produce sardaukars, quads and (whatever unit from the Heavy factory) without ever having to move up or down the scrollbar. This is no longer possible if I have Palace. 

 

Therefore, I would be curious to try Feda's innovation but it remains to be seen if Harkonnen players would all use it. In this regard, I don't think it would be a big change in the balance between the 3 Houses. 

Posted

It certainly won't be a problem for others. I remember even shao asked me if i can make the nuke be accurate :D there's really no harm by implementing this, harks could really make good use of it

  • Upvote 1
Posted

But it will give an advantage for Harks:

You will be able to attack a specific building deep in the enemy base with nothing to stop you.

Sabs cannot go deep as they will get uncloacked.

Ornis can be shot down with Rocket Turrets.

Posted

But it will give an advantage for Harks:

You will be able to attack a specific building deep in the enemy base with nothing to stop you.

Sabs cannot go deep as they will get uncloacked.

Ornis can be shot down with Rocket Turrets.

It's not killing a building what would cause trouble lol, it's easy to rebuild them. Don;t forget nukes are a late game element, so until you get them your enemy could already have expansions (which means x2 or x3 ConYards) and a lot of buildings (including spares for factories). It would be more useful against units. Anyway, atr already has a slight advantage over Harkonnen, giving them a superweapon that can actually do something will in no way harm the gameplay. The Death Hand can hit now too, but its more about luck. And think about it: in order to get the nuke, you must build a palace. That's some sort of an investment, it's not like just building a barracks, it takes certain cash, build time and power. 

 

Ornis were much better than nukes even if they could be shot down. Why? Because they were accurate lol. And this is NOT normal, considering u can get them from a high-tech factory compared to the nuke coming from palace and also they don't reveal themselves, i.e. there's no sound message to let you know the enemy launched the airstrike.

  • Upvote 1
Posted

 can we make destructible nukes so they can be shot down?

Probably not and would be a terrible idea anyway :D i'll let u figure out why

Posted

i figured it out.   by making destructible nuke. it never "lands"  so maybe change  nuke warhead to  self destruct of devastator.

 

oh i encountered  stupid error "trying to access side out of range .  too much units/buldings?  is there any chance to lift the  side range/limit ? its kinda buggy

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