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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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    2. Dune 2000

      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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    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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  • Posts

    • my pleasure, mate! ah, that's what the ini is for. the event import is one thing, that'll get you the events set up. the variable names, event notation, those kindsa thing are detailed in the associated ini. if you try exporting some events of your own, you'll notice the editor produces an ini of that too. at any rate, the names are irrelevant to the variables' functions; I've used variables called "MCVIndex" and "MCVHP" to get coordinates, for reasons yep, I've worked with Warcraft 3's map editor too. nice one, that the version I've got is v3.0. Klofkac just updated the editor & game exe over in his thread over here pretty recently: but we're often testing even more new features over in the Landsraad Discord server pinned at the top of the "Dune 2000" section of this forum. new releases like this only occur when things are considered stable anyway: basically, Klofkac's additions to the game weren't just new features we could make use of, but a new programming language of sorts that you can build your own new features on top of. it operates very logically too: you write variables to values with certain events and read variables as needed for other events. once you get an idea of it for the first time, it's not too difficult to come up with other systems! to break this particular system down further... event 89 checks for dead, untagged units belonging to any side. the side is written to the [Player] variable, and the unit meeting the criteria is indexed at the [Index] variable event 90 tags the [Index] belonging to side [Player] so the bounty can't be collected multiple times on one unit. event 91 uses a similar principle, checking the side whose unit attacked [Player]'s [Index] and writing that side's value to [Player2] if [Player] is not the same as [Player2], so the player can't kill his own units to trigger the bounty... ...then add 20 cash to [Player2]'s coffers. if you'd like some other examples, uhh... PsYcHo's been doing up a whole bunch of new maps, many of which which Cm has posted to this forum, that make use of new features like variables, I'm pretty sure. those would be good to have a glance at. my recent Arkanon-related maps also make liberal use of variables, though some of the systems are very complex, even if they are notated. feel free to ask for more info on a particular system if you'd like hope that helps though. if you swing by that Discord server I mentioned, feel free to ping me any time and we could do some speedier back and forth
    • Thank you! From the looks of it ... i have only scratched the surface of what is possible with the newer editor versionsΒ πŸ˜… Also i didnt know about the ? icons, thank you. Hold on, actually it looks different for me as it does for you, the overlay and everything when i import it, what version do you have there? I downloaded the Gruntmods Studios which automatically included "D2K Editor (Map and Mis) Version 2.2" ...so i didnt test this yet so dunno if it still works, but the actual problem for me personally is, that i dont understand all that variable stuff, from the word alone i first thought its similar as how they work in warcraft 3, but i dont really get how to use them.
    • βœ… Carryall: "A unit enters the repair base automatically β€” it leaves automatically; if a Carryall is delivered, it will also return." βœ… Action buttons (7 instead of 4) βœ… AREA_GUARD β€” guards the location when the button is pressed βœ… Turrets are disabled when there is no power βœ… Place buildings 2 tiles away βœ… Units do not interfere with concrete placement βœ… MCV deployment on concrete tiles βœ… Init attacks precisely on the building tile βœ… Custom repair multiplier via META.INI βœ… Immortality for units and buildings (except PvP) in the options βœ… Half damage from AI in the options
    • I got around to looking at this myself. did a fresh install, installed only Flippy's pack, and found I was getting the same error on level 32. after testing a few things, it seems BLOXXMAS, a unique vanilla tileset that happens to be missing its .r16 graphic file by default, might be at fault. it only has a .r8, and maybe when Klofkac was trying to ensure backwards compatibility with the vanilla format we overlooked maps using this tileset. that could be why maps using custom tilesets, like mission 27, or maps using 'normal' vanilla tilesets like 30 or 31, launch properly although that needs to be investigated further, I was able to launch 32 by saving BLOXXMAS into the new .TLS format. here's that file: BLOXXMAS.TLS just drop that under your Dune 2000 folder in the directory CustomCampaignData > FlippysContent > FlippysContent (H) > Data > Tilesets and that'll fix the issue. dang 1998 game voodoo can be real pesky sometimes
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