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  1. Last week
  2. I was wondering if its possible to make it where you can choose the AI starting location and to set teams before launching a multiplayer game.
  3. Earlier
  4. Game or the save? may have been some alteration to the exe that changes a bit how the data on the game is loading, so saves don´t carry. If the game still works fine, you can use the mission launcher and select the mission you were. For example, on the original game units that had yellow hp moves slower than the ones in red hp, this is a bug from the original developers, so now is updated to be in reverse. Not saying is this exact change, but an example. you can understand that the data on your save won´t match the data on the new version. So maybe not that, but something similar that was changed or altered. If the game runs fine you can use the mission launcher to at least continue the mission you were. If the game doesn´t even start, check this post: And download the patch, I think others had the same issue and getting this patch fixed it. I am guessing you are playing gruntmods, which has been recently updated and has been arising some issues, so meanwhile that´s fixed go with this. Savedata still won´t carry.
  5. After updating 1.6.7 the game does not launch. Every saved game on 1.6.6 give error: GameData Invalid.
  6. Another 4 years later. Working on something for a RTS tought me even more. Alas, that project is dead or a scam. 2 years ago, I finished a research of 2 years. Where the health to damage ratio had to vary for the individual unit designs. The conclusion is that games like Starcraft and their design choices started to emerge. While most argue that Starcraft might have been a stack of lucky accidents. I do see a patern in the numbers. I even got a formula for it now. I wanted to use this new knowledge in an upcomming game. Together with some other calculation mechanics that are unique to RTS in general. It would have been refreshing for the players for sure. Alas...dead or a scam. Perhaps... someone is interested. I just wanted to share this with the remaining visitors of this forum.
  7. Not sure if anyone here is still around to discus the "remaster" and thus "rebalance" that got applied by Blizzard. Bloodlust sure is as intended now. And the archers/axethrowers have been buffed in a strange way. Axethrowers can reach the level that the old Rangers had. And the true Rangers now only deal 10% more damage in comparisson. There is more to talk about.
  8. Try these: editor3.txt EDITOR2.TXT EventsTutorial.zip
  9. 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.
  10. The files is Empty, can you reupload?
  11. No, I believe the posts were edited to remove the story. Likely some time ago as they were created over 20 years ago.
  12. I hear good things about this story, but unfortunately most of the text is missing. Is there a version elsewhere?
  13. 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.
  14. 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.
  15. Hey everyone 👋 I have been replaying Dune 2000 after years & I am having a blast but I keep hitting a wall around the mid-game— once the enemy factions start rolling out tanks like there’s no tomorrow. I am playing as House Atreides & my early game is solid—I can hold off rushes & get my economy going But once it turns into a longer battle I end up stretched thin. Either my spice runs out or I get picked off trying to defend too many spots at once. Also i have check this https://forum.dune2k.com/topic/27837-release-smuggling-operations-dune-blue-prism-training2000-campaign/ What are your go-to strategies for surviving & thriving in the mid to late game?? Do you focus more on defense and turrets? Or is it better to go aggressive and keep them off balance? Also, how do you manage spice when the closer patches are gone? Thank you.:)
  16. I have the same issue on Windows 11 with the HP Omnibook Ultra Flip 14. Did you find a solution?
  17. I found out how to make this work with Roland MT-32 (properly configured MUNT)... Edit DUNE.BAT to replace the sound card option like this: @echo off logo duneprg ENG VGA MID330 EMS 386 worked for me, using DOSBOX and MUNT.
  18. try wheybag's patch. if you have savefiles you can transfer them to the new patch directory
  19. I'll be removing it in a future update since people keep treating it like its froze and just leave it for windows to handle. The progress bar doesn't actually show progress and thats why I have it hidden from the install process as its misleading, but at this point I don't see a better way to install it.
  20. The answer is aggressive stock buyback thanks! The miscellaneous expense went to 89k one month at that AI company. It's a 3% fee for stock buyback 89/3*100=$3,566k which was the decrease in cash I was seeing. Thank you for the map editor suggestion. The map editor is less intimidating than I anticipated. I think next testing should be what changes to the map editor fix this issue. Map settings of note on the africa map: no assuming chairmanship, there is limited track building, computer ai is conservative in track expansion and aggressive in payout/stock buyback. The default having aggressive payout/stock buyback in computer ai makes this scenario much easier than Heartland. Extra info, Here is a list of things I can see that do not make up for the loss in cash: balance sheet jan 1st 2006 cash $1,869 buildings $1,464k land rights $0 track $1,642 trains $1,600 industry investment $0 Equity $6,575 stocks 254,000 shares outstanding trains: db18201 age 5 years age 5 years age 5 years age 1 years track cells remaining 271 Compare to in December when profits that year are 1,757k and annual cash flow due to dividend is -137k (most likely the dividend from dec hasn't been issued, so real amount might be around -120k) balance sheet dec 2006 cash $812k buildings $1,464k land rights $0 track $1,642 trains $1,600 industry investment $0 equity $5,519 stocks 211,000 shares outstanding trains: db18201 age 5 years age 5 years age 5 years age 1 years track cells remaining 271
  21. Probably the cash reduces by agressive stock buyback and or dividend payout rather than by expansion. Check settings in the map editor and look at the companies books during play to confirm.
  22. I'm noticing something strange on the Africa after the flood scenario. I'm wondering if this has something to do with the map settings made by the creator? I haven't explored map creation yet, so was hoping someone else might have an idea. On a normal heartland scenario, the AI company will build up cash if there's no place nearby to expand towards. (e.g. AI company has $1.6 million cash at the start of 2040 and a profit of 1.2M in 2040. In 2041, it has a cash of 2.8M) On the africa after the flood scenario, the AI company to seems reset its cash each year after reaching about $1-2 million in cash. For an example, an AI company will have 1.6M cash at the start of 2005 and a profit of 1.2M in 2005. However in 2006, the cash decreases to 1.4M and it doesnt buy industries/trains/track/stations (there is no expansion). Things I've looked at: I tried buying the companies to see if it was replacing enginges, but all the engines were from the year they first appeared/expanded.
  23. Bought a new "secondhand" computer with windows 11 this is my first time using Windows 11, Had issues installing Dune2000 while the install attempted to setup and install .net 3.5 to work around this issue i. Win key plus X and started Terminal "Administration" then enter the command below. The install of .net 3.5 took over a hour but you could see it progressing so i walked away and allowed it to finish once finished Dune2000 GruntMods Edition 1.6.5 worked. powershell -WindowStyle Hidden -NoProfile -ExecutionPolicy Bypass -Command Enable-WindowsOptionalFeature -Online -FeatureName NetFx3 -All Hope this helps others installing .net 3.5
  24. X3M

    Art of War 3

    Ah yes.... 7 years later. Here are some changes, not chronological though: They added heroes. 5 each faction so far. It will be 6 soon. For money. They reduced the size of infantry, systematically they are now half that of a vehicle. Ingame money crate collection is no longer a tap, but a wait instead. You can upgrade this with a skill card. They changed the skill points into skill cards. For money. They did a lot of balance updates. At one point, they added a lot more upgrades per unit. For money. Premium can only be bought. For money. Re-roll keys, so you can exchange a bad crate opening. I was part of the Youtube program for 2-3 years. Since I was not allowed to share promocodes on a regular basis. I didn't grew my channel that much. Due to intensifying of my work, I had less time and energy for making video's. I finally managed to get my streams working. But it seemed to be too late. Eventually, I was not part of the Youtube program anymore. This demotivated me more. Also, my clan was hardly playing. I changed clans, and voila, the old clan suddenly lost half its members. Not sure yet if I ever return. One last time, I streamed with a promo-code that I asked for a special event. "my last stream". It got me 40 new subscribers that unsubscribed in the 2 weeks after. Just indicating how toxic the greedy community is. Now my number of subscribers remains stable between 1290 and 1300. I play a lot of other games nowadays. I play for fun. I stream for fun. I am not going to be a lackey. So, I have yet to see if I ever return. It has been fun though. But it is repetetive now. My current mobile game is Call of Dragons.
  25. darkblubby

    Art of War 3

    I think they should do advertising in the UK. Many people in the UK really miss the rts scene and love games like age of empires, space games and futuristic games, because of their history with things like warhammer 40k.
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