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    1. Emperor: Battle for Dune

      They don't call this the official Emperor message board for nothing.

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      Discussion relating to Dune 2000 for both the PC and Playstation.

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    3. Dune Editing

      The board for help, tips and details on what is happening in the Dune editing community.

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    4. Other Dune Games

      Any other Dune games that aren't listed above.

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  2. General Discussion

    1. Duniverse

      Discussion of the Duniverse, the novels, movies, and miniseries.

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    2. General

      Discussion of topics not found in the other boards, within the discretion of the moderators.

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    3. Gaming

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    4. Fan Fiction

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    5. Technical Issues, News, & Reviews

      A place for tech support but also somewhere to talk about other tech related issues, news, and reviews.

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    6. Politics, Religion, & Philosophy

      Pull the fence post out of your arse and take a side. Not for the weak minded.

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  3. The Terminal

    1. Railroad Tycoon 3 Discussion

      General discussion relating to Railroad Tycoon 3.

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    2. Railroad Tycoon 2 Discussion

      General discussion relating to Railroad Tycoon 2.

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    3. The Terminal General Discussion

      Discussion of topics not found in the other boards, within the discretion of the moderators.

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    4. The Terminal News

      Comment on news related to The Terminal and the Railroad Tycoon games.

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  4. Hosted Sites

    1. Arrakis

      These are the forums for the Arrakis games. Check out http://arrakis.dune2k.com/ for more details.

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    2. Shiroko's FAQs

      Talk about all of the FAQs made by Shiroko. If you haven't seen them yet check out http://faq.dune2k.com/.

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    • Update from 2025-06-16: Game changes: Added: Ported back multiplayer code Fixed: Crash when trying to place building below bottom line on 128 tiles height maps Added: Additive multiselection of units when Shift key is held Added: Order selected units to deploy with O key Added: Exclude non-armed units from multiselection when Alt key is held Added: Remove limit of units which can be given an order Added: Select all units on screen of same type with W key Fixed: Allow cancelling of building production for right-clicking anywhere on buildings sidebar stripe Added: New unit shooting features Added: New building shooting features Added: Lightning bullet behavior Added: DontPreferTargetingHumanPlayers AI option, Implement AttackSidePriority AI property Added: Unstuck AI units ordered to attack unreachable target Added: Radar markers feature Added: Uncrushable infantry Added: Customizable infantry death sound Added: Improved error reporting in the event system Added: Increased number of sound channels from 6 to 15 Added: Debug Features for map testing purpose Added: Allow playing music file also from GAMESFX folder Added: Reworked unit and building terrain restrictions Added: Not edible units Added: Make barrel art respect unit's animation frame Fixed: Mouse clicking to the left of unit icon Fixed: Keyboard/Mouse Up hook not updating mouse button state Fixed: Crash on IF event D2kEditor changes (release 2.3): Added: Remap Structures feature Added: New unit, building and weapon properties in Structures editor with respect to new game features Added: New AI property "DontPreferTargetingHumanPlayers" Added: Image importing and exporting improvements (exporting and importing multiple images at once) Added: New event type "Add Radar Marker" Added: Tooltips to structures editor Added: Debug Features for map testing purpose Added: Show Event Areas feature Fixed: Test Map dialog remembers the settings even if cancelled Added: Event type search filter and event type categories Added: Event separators (also colored) Added: Preferences window Added: Ability to draw map blocks of Change Map Block event on a map Added: Show crate markers option Added: Built-in AI properties help Added: Built-in events and conditions help Fixed: Crash on tile markings Fixed: Duplicate Event action did not update indentation Removed: Obsolete manuals First post edited and download link updated.
    • No, I believe the posts were edited to remove the story. Likely some time ago as they were created over 20 years ago.
    • I hear good things about this story, but unfortunately most of the text is missing. Is there a version elsewhere?
    • Hey everyone, I hope you all are well! I've just released Dune Dynasty v1.6.4. You can get it on the GitHub release page. Here are the release notes: "The packages must flow." Changes: Display a target-indicator for a short time after issuing a command: The indicator will be red for attack/harvest commands and grey for movement commands. The indicator is not shown on an attack unit command, since that has already a visual feedback by blinking.   Add option "Unit target lines": This option will show trajectories and targets of selected units (like in C&C: Tiberian Sun). The lines and target icon are red for attack/harvest orders and gray for any other orders. The option can be found in the in-game controls menu. This option is disabled by default.   Add enhancement option "Extend spice sensor range": This enhancement extends the spice sensing ranges in these cases: Harvesters searching for spice (from about 3-4 to 64 tiles) Carryalls searching for spice (from 20 to 64 tiles) The extended search will only work for unveiled tiles visible to the house. The option can be found in the gameplay-options of the main menu. This enhancement is disabled by default.   Change/fix centering viewport on control group via hotkey: Now control group centering always works via double tapping the group hotkey (just like other modern RTS). Before this change, centering would occur, if the group was already selected, leading to potential unwanted centering. This also fixes a bug, where centering would always occur (even on first tap of a currently unselected group) after playing a while.   Skirmish & multiplayer changes: Add button to load a skirmish savegame to the Skirmish & Multiplayer menu. Save/load team-settings in skirmish savegames. Due to incompatibility with the load-functionality across differend game-sessions, the "Restart Scenario" option of the in-game control menu is now disabled for skirmish games. You can still restart a skirmish you've started in this game session by quitting the skirmish game, which will take you back to the lobby with the generated map still present. But if you do this with a loaded skirmish game from a previous game session, a new map will be generated. Do not let AI build ornithopters within the first 10 minutes of the game in skirmish or multiplayer. This should give enough time to build some rocket turrets as defense. Remove special Sardaukar reinforcements (troopers getting dropped in enemy base). Sardaukar will now get the same reinforcements as all other houses.   Music changes: Split "Emperor: Battle for Dune" music into 3 separate house-specific music sets: This way, the very distinct Atreides/Harkonnen/Ordos soundtracks can be enabled/disabled separately. Classify all movie- and Emperor-tracks as idle music: Previously some tracks were classified as attack music, for which they are not really suited. Now only the dedicated Dune II and Dune 2000 attack tracks are classified as attack music. Add option "Disable attack music" to music options in the main menu: This is useful, if you want to mix Dune II or Dune 2000 music with other music sets and don't want to have the music interrupted. The attack tracks will never play, not even during idle-mode.   Add new release-packages for various systems: Both Linux and Windows packages are now also available for ARM64 systems. The macOS packages are now available as App Bundles (thanks @bni!) (See Readme for installation instructions.) A Linux Flatpak package is now avaliable (thanks @Dracks!) This is now the recommended version for Linux, as it removes the requirement to install depending packages. (See Readme for installation instructions.)   Add periodic status bar message, when palace super weapon is ready.   Change icon to mentat-screen infantry soldier.   Bugfixes: Fix Fremen attacking allies in Harkonnen/Ordos campaign missions. Fix raider trikes also constructing instantly if the "Instant wall construction" enhancement is enabled. Fix the first saboteur being invisible. Fix wrong horizontal offset of credits with certain menubar scales. Fix credits dropping to 0, if a building with no spice-storage (e.g. windtrap) is destroyed, and no spice refinery/silo does yet exist. Fix too loud maximum MIDI music volume, so it is more in line with e.g. Adlib and OpenDune. Fix erratic music volume slider behaviour when using MIDI music. Fix volume changes on song change when using MIDI music with non-maximum volume. Fix sound volume slider. This removes the now obsolete `voice_volume` config option. Voice/sounds of intro/cutscenes will always have full volume.   Additional info: Many sound effects in Dune II were built with a DC offset. This leads to distortions when playing a lot of sounds together, such as pops and clicks. A fixed version of the affected `VOC.PAK` file was made by Tiddalick and can be downloaded on ModDB.
    • The first thing I will mention, just in case, is at what speed are you playing? This is because the original game had a more slower pace, but the moderms versions to work on moderms system will come at the max speed by default, just playing on max speed is already hard enough, and some people don´t even realize they are playing that way because that´s how the game comes by default, but only if you download and install the original game iso you realize that the intented speed is much slower. I play on a slower speed, the "real time speed", where if the game sais "reinforcements in 20 minutes", then 20 in real life minutes will pass, while on max speed game rusn 2.5 faster. Just on this alone the difficulty increase a lot. The "real time speed" is moving the slider (on the in game menu) 2 points to the left. If you still want to play at max speed: On my case turrets really help, having a few turrets here and there and then a couple of siege tanks makes that you can hold your base fine. Now, it also depends on the mission, some people on some missions rush one of the multiple enemy bases (if there are multiple) since usually the small enemy base tends to have less defenses. With a big rush they kill the defenses and maybe take the refiney with that AI not having a CY to rebuild, in less than 5 minutes one enemy Ai cannot longer produce units. Now, one last tip, if you have a good amount of units (no need to be as big to just go for the base) you may want to attack the enemy harversters, when you do that, the Ai may respond sending units, if those dies against your group of units you will remove potentiall attacks into your wave or your own harversters as you probably are more closer to them. Destroying enemy harvesters also slow them, not just because they gather less money, but because they will use the queue to rebuild harvesters, not building more tanks in the process. In the time they rebuild 2-3 harvesters and nothing else, you are building more tanks, so you can harass their harvesters even more and eventually their economy will sunk.  I responded with the original campaigns in mind, but as you pointed to a custom campaign of mine I´ll say that you can do any of the both (turrets and/or rushing), but for custom stuff it heavily depends on the author and the missions, some require you to rush them or else is impossible, and others may have anti-rush measures that if you go too early maybe he got even more extra units or maybe have unlimited money or they get tons of reinforcements and the factories themselves are barely a treath... but for the most part if you can rush enemies withouth dieing too many units you may weak them.  Ps: If at some point you want to try custom campaigns, although you are free to play as specific factions or certain story, I would heavily recommend this one. I have done multiple campaigns over the years, which tends to be harder than the original campaigns, but I specifically made this one for newcomers or people that struggle with the original campaigns. A couple of missions may be on the same level or slighly harder than the originals, but for the most part this is one of the easiest campaigns available. It is a tleilaxu based, you get a new unique building that will produce infantry and trooper to you by free, so for people that cannot focus on building structures, clicking on queues and moving/defending, having some free units even if they are infantry/trooper will always give you something to work with. It is a 20 campaign long, but I always sttructures my campaigns with low tech early, so the early missions take little time to win.
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