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- Yesterday
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Is the equivalent of playing on easy, normal and hard difficulty on the main game. So if you have 2 humans, one with handicap 1, and another with handicap 2, the first player will get tanks at the cost of 525 credits while for the 2º player tanks will cost the normal 700; plus on handicap 1 everything, buildings and units, builds faster. (and on handicap 3, everything is more expensive and slower to build). Take in consideration that if you play the original game skirmish mode, AI enemy controllers always plays on normal. However, if you play with the new modern lobbies (gruntmods-dunemaster), the AI will always play as handicap 1. Now, you can select the difficulty of the enemy AI, but this doesn´t change that the enemy AI tanks still will cost 525 credits; what the difficulty actually does is changing how much money the AI starts with. Easy: 3000 credits ; having a slow starts, just enough for barely having 1 refinery, running early out of money so it needs time to assemble a base. Normal: X credits, same as you set the lobby (so if you start with 7000, the AI also starts with 7000). hard: 40.000 credits; The AI has more than enough to deploy lots of structures but also enough refineries and harversters to not running out of money easily.
- Last week
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elyslum joined the community
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https://azmawee.github.io/EmperorReborn/widescreen-story Finally a true widescreen.
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janderclander14 joined the community
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Late reply to this thread but figured it was worth bumping, I just released v2.1 of Emperor Reborn with proper Hor+ widescreen support, which based on my research nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn Built on wheybags' patch foundation, credit to him for the original Windows compatibility work that made this possible.
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Thanks for the Moro pointer, joined the Discord and grabbed his files. Good preservation work there. On LAN/custom MP: EmperorReborn handles direct IP and DDNS, so LAN works by pointing to local IP. Bigger news: I cracked true widescreen support. Proper Hor+ rendering, not stretched or cropped. Few bugs left to clean up, then I'll push the build out. Will post back here when ready.
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Handicaps, which is better 1, 2 or 3, and what are they?
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Wizard joined the community
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HELL YEAH!!! Does custom multiplayer work too? You know, like LAN? For 8 player matches with bots? Also, this discord has some good stuff on it, check out Morros files. I have a few too, a SFX folder that has more group unit voices: https://discord.gg/PHceUK3x Moro even has a way to allow alliances in skirmish mode, so you can have 2 ordos versus 3 harkonnen versus 3 atreides, for example.
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Hi FED2K folks, Quick update for anyone following this thread, v2.1 is out now with proper Hor+ widescreen support, which based on what I've found nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn For anyone who's tried to get Emperor: Battle for Dune running on Windows 10/11, I've been working on a launcher called Emperor Reborn that addresses the common compatibility issues. It builds on wheybags' patch foundation but adds a few features I wanted personally: - Fullscreen scaling instead of pillarboxing on 4K monitors - DDNS/hostname support for multiplayer (useful if your home IP rotates) - Bundled launcher UI for selecting resolution without editing config files - Self-contained, no VC++ Redist required Release and source: https://github.com/azmawee/EmperorReborn Install guide: https://azmawee.github.io/EmperorReborn/ Same approach as wheybags' original patch: you bring your own game files and the official EA 1.09 patch. Nothing copyrighted is redistributed. If anyone here still plays online multiplayer or wants to test the DDNS handling, I'd appreciate feedback. The Co-op Campaign mode is also restored. Credit to wheybags for the original Windows compatibility groundwork that made this kind of project feasible. Not affiliated with EA or Westwood.
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azmawee joined the community
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LeBerger joined the community
- Earlier
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installer updated to version 1.06.42.11 added new coop maps and custom campaigns
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Artemioss joined the community
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rcal55 joined the community
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Emperor175 joined the community
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Harkone444 joined the community
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seems redundant. we can simply upgrade the MCV mid-game using new events, or make the hover version the default on a hypothetical archipelago mission like this. pretty sure we can adapt ConYard animations for different MCV types already, too; it's the Harvesters that are locked in to only one docking animation at the moment energy-based technology, like hover engines, are quite commonplace in this new setting and the main new faction there makes frequent use of such things ^^ so I didn't intend to attach some kind of heightened cost to hovertech units. if anything, The Order's hovertech stuff costs so much in ArkDebut because of their firepower lol
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Yeah, a hoover MCV would be cool. Makes me wonder, has anyone tried having 2 MCV options yet in one of these C&C games? Normal one costs 2k. Hoover 3k. Something like that?
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it occured to me that building space on majority-water maps is hard to come by and would be painfully limited. like, look at this... we need space for the buildable areas, the harvestable resources, decorations, all that stuff. how can we fit that in a puny space like this? the top left there makes the issue very obvious: there are shale/flats borders, flats/water borders... but no shale/water borders. if we fix that, we gain a lot more build space on island maps soooo i did some cooking: and now we have shale/water borders, and shale/flats/water borders here's the expanded tileset image with those additional tiles: I'll do up the attributes later. we just have the image for now still, I implemented those tiles' appearances only and here's an in-game test screenshot: we should be able to make much better effective use of the available space thanks to this. no needless two layers of terrain borders. better-looking too, right? form AND function! what? "how does island warfare work in d2k when there are no transport ships"? custom Carryall logic, hovertech, and duct tape. also, I poked PsYcHo about doing up a hovertech MCV. repack it like in ArkDebut, fly it over the water with a light escort of whatever hover tanks are available in your faction's arsenal, and plop it down somewhere new I'm still working on polishing up units' spritesets that PsYcHo generously provided via his voxels, but wanted to post this update since it has to do with the tileset itself. that's all for now edit 5/27/26: island map's drawn up. here's a full map image this map is 110x80. A8V1 is 96x96, which is 9216 tiles as opposed to 8800. and, it has about 3ish enemy bases on it, and this archipelago map is designed for 3ish enemy bases. a fairly close comparison... A8V1 is slightly larger as a whole for comparison, A8V1 has 410 thick Spice tiles and 1108 thin Spice tiles, for a total of 385,600 harvestable credits, and 23 Spice blooms. there are exactly 20 Mining Rig build spots on the archipelago mission, so those could be considered Spice blooms' equivalents so, with another ~86k harvestable resources on the archipelago map, and much less space to build in any one area (because ConYard repacking and expanding, including to enemy islands, is expected), therefore less space to cap out on factories and be greedy before expanding somewhere, it seems my estimations should be on the money. no pun intended edit 5/31/26: drew some bases on the map and did an AFK test with six Harvesters on the bottom left island... took 'em about 37 mins to mine out the island, from map start. more than enough to work with, and that's like ~22k in resources from Mining Rigs too. you know, it didn't look like much when i mapped this out, but it lasts a lot longer than i'd expect as for the bases drawn on the rest of the map, uhh... here's another full map image with those who knows when we'll have a playable test map here though. lotsa crap needs sorting. d2k doesn't have any traditional transports like those naval transports you can use to get landlocked units across the water, or APCs for infantry. custom Carryall logic needs to be implemented in order to get them to move vehicles to other islands. infantry are totally stuck because without APC logic and due to old game BS, if a Carryall lifts one up and sets him down, that infantry unit is crushed when the Carryall lands 💀 not to mention how silly it looks having a guy standing on the underside of a Carryall. there's no hover MCV yet, no non-placeholder naval units yet, and because the attributes are incomplete, if you attempt to send units across the rock/water bridges, you die IRL somehow. still working out how i came back to life from that; we'll chalk that up to 1998 game voodoo too I wrote some primitive APC logic the other day for the Lyovros Borer, but it only half-works - the unit spawns an infantry unit, but the infantry unit's health level isn't saved, so it spawns at full, and the infantry unit also doesn't properly exit the vehicle, so the vehicle can keep spawning the same infantry unit, and there's no exception for if the infantry unit can't spawn, so it would cause a crash... not to mention it only works for a single infantry passenger. hardly helpful when needing to move 30 of the guys across the water it's an absolute mess. but i have infinity spritework to work on in the meantime, so i guess i'll get back to that for now and think on this stuff for later
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that sounds like an unthinkably difficult challenge, bruc. I'm sorry y'all had to go through that ordeal. I'm really thankful our work was able to accompany you through those times. it means a lot that we were able to make a difference in your time of need. we're gonna keep trying hard to bring the best outta this beloved ol' game and, thanks for reaching out, Cm 😅 always helpful
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Thanks @Cm_blast - I REALLY appreciate the help! I managed to reinstall - lost all my saves but will just play through everything again!! I mentioned on my last post I wanted to say how the people working on these missions might help and give joy to people they dont even imagine. There are so many great missions but I think my favourite of all time is Harkonnen - Flippys campaign 12. Myself and my wife went through 4 IVF processes to get our daughter. Each prior time my wife woud start having "complications" then we would end up losing our child. For my daughters pregnancy the complications started again. The only way I could mentally zone out and literally not go mad through worrying was playing on this and in particular that mission. So thanks to you all for helping someone you never even met get through a really hard moment!
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I was in Michigan two years ago and totally forgot you live in the US now. Might be back in another year or two.
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Option 1: check the config and check and uncheck multiple options until one works. Opcion 2: Try using dunemasters version (it is almost the same as gruntmods) Here you can find the all in one installer, it has the game and all the other 50 custom campaigns ever made. Both gruntmods and dunemasters are the same and both use almost all the same files, but for some reason 50% people can play gruntmods fine, while the other 50% game has issues and have to install dunemaster instead (and other times people installing dunemaster game doesn´t work, but gruntmod does). I would fully try the options on the config first, some options are like "use core affinity" I think or something along those lines that for some people game have issues until they disable it; you can also try with different resolutions and that kind of stuff, I don´t know for sure what makes the game to not start, but you can try with that, and if it doesn´t work, using dunemaster.
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n4r1k started following Dune 2000 GruntMods Edition 1.6.3
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Hello, I don't have a Russian version, but I would like to see this text and video in this beautiful game, Duna 2000. If you don't mind, here's a link to the translation of the text and video. I apologize for the fact that the instructions are written in Russian, and after installing this Russian language pack, I noticed an error in the 6th mission for the Harkonnen. https://www.playground.ru/dune_2000/file/dune_2000_rusifikator_teksta_i_zvuka_v1_06_stream_i_fargus-1626140
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So, if you only want the base game (and I think a few custom campaigns) you can download and install gruntmods from here: https://gruntmods.com/dune_2000_gruntmods_edition And if you want 95% of the custom campaigns, missions and all the stuff download this instead: The 2º is a post with the "all in one" installer that somebody did with dunemaster, so you can download all in 1 single file, the file is very big so it may take some time to download it, but no need to worry on the very last .exe (unless maybe if you want to play some custom stuff very specific). But for the most part, the all in one is just to download, unzip and install and everything will work right away, it was done to have just that and not having to download extra stuff. This already includes 50 custom campaigns or around that number so... it has lots of stuff to play and will be applied all. One very important: care where you install the game, installing on certain folders may have issues with Windows, permits and stuff; just be sure to execute the game in admin mode. Loading certain missions it won´t matter, but if a custom campaign try to apply X mod, windows may partially block the mod (because the launcher will move, copy and delete files around, which lastests windows doesn´t like that much) going so far to even break the game. Maybe the mission looks like a huhe gibberish, and then even if you load any of the original westwood made maps they won´t load properly (random visuals, wrong units... so on) which may force you to reinstall from scratch again. Just exec as "admin" to be sure and you will fine.
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Many thanks for the reply! The game literally just stopped loading - I think I was using GruntMaster and I think maybe by accident I moved some of the folders into One Drive and the whole thing got totally messed up so I just removed everything I could find and I need to start from scratch...I originally installed it like 5 years ago and I still have the same PC. I cant even work out where to Download the exe file from anymore. Where do I download it? I think what I need to do is - download the EXE file and put it in the same folder as the files i download from the links below, right?! It would help if someone could just explain in as simpler terms as possible, eg idiot proof, what I'm supposed to do to start this from scratch. Again sorry for being thick. Once I have done this I wanted to raise a point here so the people who designed and worked on these missions can understand how they really helped me in a really hard moment. https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=4519 https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=4519
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were you using the original game, gruntmods version or dunemaster version? You can write any issues you have like "it doesn´t work because this error pop up" or something along those lines, or if you were trying to play the original campaigns or a custom ones and etc, the more info, the better. Gruntmods and dunemaster are practically the same, I cannot even tell the differences, but usually if one works, the other not. If you were using the original iso of the game, just try any of those 2, if you were using any of those two just open the config and mark and unmark all the options until there is one that click. And if that doesn´t help, if you had gruntmods install dunemaster or vicevera.
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My apologies for asking what is probably a really stupid question as its probably staring me in the face....but I Cannot work out how to reinstall the Dune 2000 game! I was playing it on and off for years and all of a sudden it just completely stopped working on my computer. Can someone help guide me how I reinstall? HUGE thanks!!
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There is a bug with Apollyon's AI mod for the campaign. The game crashes on the seventh Harkonnen mission after choosing between Gunseng and Copec. Just remove the mod to continue the campaign and put it back in after that mission. I assume those missions use scripts that get messed up by the changes the AI mod makes.
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How do you delete a specific saved game
Cm_blast replied to Nyteshade12134's topic in Dune 2000 Support
Glad to help. For the future, the name on an user is on the top of the avatar, "Fedaykin" is just a range based on number of posts or something like that. If you check yourself your name "Nyteshade" is on top of the "N" picture, while below the range is just "Fremen". I mention this just in case another person write something and you think we are the same person (there is also an user that has the name "Feda" and may be confusing why are so many "fedas" around here).