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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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    4. Fan Fiction

      Start your own fan fiction or reply to a current one. Please read the rules set out by the moderators before posting.

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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

    • Update from 2026-08-03 Game changes: Fixed: Some multiplayer patch conflicts, causing multiplayer features not working properly Fixed: Inconsistent unit shoot range (mainly on targeting infantry) Added: Extended tileset size from 800 to up to 4000 tiles, added support for .TLS files which store tileset configuration, radar colors, attributes and hints (replacing TILEATRx.BIN file) and custom hints Added: Implemented tile restrictions (sight, shooting and guarding restrictions) and tile armour type Added: Event profiling to measure number of event executions and help optimize/fix performance slowdown Added: Handle Building Placement hook Fixed: Rewrote stats logic to use native unit/building counters Fixed: Mispacement of building when clicked and moved mouse away very quickly Added: Increased the number of sprites that could be drawn on screen from 1000 to 4000 Added: Implemented railgun bullet behavior Added: Allow no more than 2 simultaneously playing instances of same sound at same tick, and overally according to "maxSameSoundsPlaying" rule Added: Customizable refinery/silo storage capacity Added: Customizable Harvester storage capacity and Saboteur cloaking capacity Added: New unit shooting features (use barrel, y-offset, weapon priority) Added: Always turn unit barrel even if using non-barrel weapon Added: Implemented build queues (controlled by per-mission rules) Added: Templates and rules modification events Added: Shoot angle will affect also single-shot unit/building weapons Added: Extended number of explosion types to 128 Added: Pre-place explosions on map, Explosion Repeat count and Animation delay, association with unit Added: Place building or rebuild last built building with B key Added: Native support for loading files directly from CustomCampaignData folder Added: Reimplemented DisableEngineer, DisableTurrets, NoCarryall spawn.ini settings Fixed: Crash when a carryall is delivered by frigate and appears on bottom of 128 tiles tall map Added: Improved some error messages with more debug information Added: Weapon synchronized inaccuracy Added: Extended number of warhead and armour types to 64 Added: Use building/unit name instead of building/unit group name Added: "showEnemyStructureNames" and "showNeutralStructureNames" rules Added: Reworked the hotkeys system, fixed some non-functioning hotkeys Added: Extended Change Viewport event for Scroll speed and Lock duration parameters Added: Allowed damaged sprites for turret barrels, Allowed permanent animation for factories Added: Extended event number limit to 16384 Fixed: W key and group selection selecting dead units D2kEditor changes (release 3.0): Added: PNG image format support for loading and saving images Added: Randomization to Remap tiles feature. If multiple target values are specified, a random one will be used. Added: Complete Tileset editor (previously Tile attributes editor). Allows editing of all tileset settings, no need to manually edit tileset ini file anymore. Tileset settings are now saved into a .TLS file (instead of .ini file), which is loaded also by the game and is put into game's data\Tilesets folder. Ini files can be still read for compatibility with older tilesets. Added tile restrictions and tile armour type support. Custom tile hints directly in TLS file. Added: Major event editor changes and improvements. Removed Position and Side columns, all event contents is now more unified to be better readable and organized. Added multiselect of events, multiple events can be moved, duplicated, deleted, blocked or auto-blocked at once (with a keyboard shortcut). Added names for callable blocks, hook vars are shown in hook event content. Extended number of events limit to 16384. Removed: Create events and Add run-once flag options in event editor Added: Extended Remap structures feature to support all structure types, remapping crates, remapping AI values Added: Support for many new in-game features: Event profiling debug feature, Handle Building Placement hook type, Railgun weapon behavior, building and unit storage capacity, new building and unit shooting features, build queues and more new rules, new event types, extended number of explosion, warhead and armour types, pre-placing explosions on map, and some others... Added: Improved Structures editor so that any selected item can be deleted instead of only the last one Removed: Copying files from CustomCampaignData to game folder when launching a map. Not needed anymore. Added: Zooming in art previews Added: Customizable side names in mission ini directly, removed players.ini files Added: Load last open map on start setting in Preferences Changed: Reworked some keyboard shortcuts, F1-F4 are used for Mission launcher, Tileset editor, Resource editor and Preferences Changed: Structures editor is renamed to Resources editor. Added: Ability to edit TILEDATA.BIN, UI+Mouse graphics, UIBB.R16, COLOURS.BIN within Resources editor. Added: Ability to show shadow-only units Fixed: Power calculation formula is now same as game's, editor now shows correct power percentage Added: Save remap structures ini file feature Added: Mirror modes for tile painting Added: Highlighting of rules and AI values different from default Added: Import rules from other mission feature Added: Help for rules Added: Map size and mission preview image into mission launcher Added: Resources editor and Mission settings windows are resizable Added: Default AI Template setting in Preferences Fixed: Auto-smooth with block presets containing holes Added: AI building build order calculation feature Added: Updated existing AI templates and added some new Added: Sync building count from map feature for AI Removed: TILEDATA.BIN and COLOURS.BIN file is no longer shipped with the editor. Editor now contains no game files. Changed: Random paint maps are now in its own "random_maps" folder instead of tilesets folder First post edited and download link updated.
    • Hello community! I am DoDoCat (cookgreen on GitHub), and I’m very excited to introduce a passion project I’ve been working on: CorrinoEngine. CorrinoEngine is an open-source, custom game engine written from scratch in C#. Its primary goal and ultimate milestone is to completely recreate and run the classic 2001 Westwood Studios RTS, Emperor: Battle for Dune. The project is named "Corrino"—derived from the Emperor Corrino character in *Emperor: Battle for Dune*—and is thus called "CorrinoEngine." This naming choice was made to avoid the common "Open+XXX" convention, as a project named "OpenDune" already exists. The project is built using pure C# and OpenTK; C# handles the logic layer, while OpenTK manages 3D rendering. It also includes logic for parsing Xbf and RFH/RFD file formats. Why CorrinoEngine? As many of you know, playing Emperor: Battle for Dune on modern operating systems (Windows 10/11) has become incredibly difficult due to outdated DirectX dependencies, deprecated DRM systems, and overall compatibility issues. CorrinoEngine aims to solve this by providing a native, cross-platform capable, modern foundation to play the original game natively—much like what OpenRA has done for the 2D C&C games. Technical Overview Language & Framework: Built entirely in C# running on .NET 6.0. Rendering: Powered by OpenTK for modern 3D graphics, stepping away from the original legacy rendering pipelines. UI & Tooling: Integrated with ImGui to build robust debugging tools and model viewers. Credit: A huge shoutout to IceReaper and the ebfd-re project. Their previous reverse-engineering efforts on the game's original file formats laid the crucial groundwork for this project. Current Status & What's Next Currently, the project is in its heavy development phase. We can successfully parse and render many of the original game assets. The focus right now is on building out the core engine systems and refining the asset pipeline. It is a long-term journey, but every parsed model and rendered frame is a step closer to Arrakis. Get Involved! Since this is an open-source project (GNU GPLv3), I am warmly welcoming anyone interested in C# game development, reverse engineering, or RTS game logic to check out the repository. Whether it's contributing code, testing, or just dropping a star and some feedback, your support means a lot. GitHub Repository: https://github.com/cookgreen/CorrinoEngine/ Join the Discussion: Leave a comment below or open an issue on GitHub! I also created the moddb page for CorrinoEngine: https://www.moddb.com/engines/corrinoengine The Spice must flow, and so must the code! Thanks for reading. Youtube:   
    • Thank you very much!  I haven't used this software for several years. And now I am trying to recall. I did it!
    • create a timer condition in Klofkac's editor, apply it to a reinforcement drop. F11 to open the events & conditions menu, and it's pretty straightforward from there. 3 mins into the game in in-game time is 4500 ticks there are gonna be some upgrades to the editor soon, including even more help text for the various events and conditions, AI parameters, rules.ini... I'd invite you to swing by the Landsraad server for quick help on stuff like this. here's a link to its thread: hope that helps
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