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  2. ✅ Carryall: "A unit enters the repair base automatically — it leaves automatically; if a Carryall is delivered, it will also return." ✅ Action buttons (7 instead of 4) ✅ AREA_GUARD — guards the location when the button is pressed ✅ Turrets are disabled when there is no power ✅ Place buildings 2 tiles away ✅ Units do not interfere with concrete placement ✅ MCV deployment on concrete tiles ✅ Init attacks precisely on the building tile ✅ Custom repair multiplier via META.INI ✅ Immortality for units and buildings (except PvP) in the options ✅ Half damage from AI in the options
  3. 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
  4. hmm. I know we've run into this error before, but I'm pretty sure it was patched... I can't say for sure if Flippy arranged everything in his zip correctly either. if you haven't, grab the exe and associated files directly from Klofkac over here: it'll be in the OP of the thread. if that fixes it, it just means Flippy's missing something or another in his zip hopefully that's it
  5. true there was no folder as tilesets in the data folder i made it like u said still its giving the same error
  6. although the Starport is very strict about what it allows, the 20 cash thing would actually be rather simple. you just need a unit loop here ya go. this doesn't work perfectly, I just tried it with the new Drop Pods system and I guess cuz the pods are spawned via events the game doesn't really know what to do when they explode and kill inf. maybe need "Attacker is unit" criteria in the unit loop to make sure it doesn't give cash to side zero when something like this happens? bounty.d2kevtbounty.ini but anyway, it should still be a good example, even if it doesn't work perfectly. after the dropped sardaukar started killing stuff my cash went up by 20 each time. to import the above d2kevt, right-click the events rows and the import option will be there. the .ini is only there to give the variables the appropriate names here's how it works... hope that helps, mate. if you need any more help, feel free to poke me any time. I frequent the Landsraad Discord server pinned on this forum, so you're welcome to drop by there too. otherwise, good luck and happy mapping!
  7. Earlier
  8. Is it possible in the mission editor to make it so i get - for example 20 cash every time i kill 1 unit? I have not much experience with the newer versions of the editor since last time i created some maps was about 5 years ago. Also while im at it, i was wondering if in the starport menu you can just blank out some slots, basicly having only like 6 slots to buy units in. Would also be cool if you could buy more than just 6 units at once, but i suppose thats not possible.
  9. 🤔 could it be that your Dune 2000 data folder does not have a tilesets folder? go to the data folder. you'll see stuff like "bin" "GAMESFX" "missions" and so on. if you don't see a "tilesets" folder, make one. you don't have to put anything in it; it might just be that the latest version of the game does not like that that folder does not exist
  10. ha file not found foundbin/.bin . this is the error that is coming !!
  11. this thread is for the development of my campaigns on the Arkanon tileset. related thread here about the tileset itself: I'll be updating the OP of this thread periodically with new levels. for now, I have only one, and it's not even on the Arkanon tileset, but it's part of the campaign so screw it, we're starting the thread lol. here's a link to the rough draft of level 1: https://drive.google.com/file/d/1yiITJiJdbkWy4w6sfdCMzg4Czoz8LIfU/view for ease, I included the latest exe from Klofkac. if you'd rather grab v3.0 yourself, the thread's right here: and here's some more information about the first level, including a full map image (with and without events displayed) EDIT 8/29/26: an uncommon issue was found where if the player didn't explore all expected locations, the enemy would keep some extra units. I also fixed an issue where an unmanned unit would move. and, some more failsafes were added in case of funni unit pathing. the zip's been updated with those tweaks I also got this footage of mapping this mission, and mapping the next. level 2 is not done yet. still, here are the clips: level 1: https://streamable.com/jnyu1f level 2: https://streamable.com/0kfqpn that's all for now. any feedback while this crap is under development is greatly appreciated!
  12. it could indeed be outdated EXE-related crashes. Anyhow, the latest EXE is included, make sure you copy everything over in the Dune 2000 root folder
  13. not working how? if you're running into random errors, it's probably just an exe issue. make sure to update to the latest version over here: if you're having a different problem, please be more specific. hope that helps though!
  14. alot of missions are not working . harkonnen mission 12 is not working please check it into it and provide a file where harkonnen mission 12 is working atleast
  15. Thanks for sharing this. The PowerShell patch worked for me as well on Dune 2 v1.07 US. I’d recommend making a backup of the original DUNE2.EXE before applying it, since the offsets are version specific.
  16. HaDeEs

    Dune Dynasty

    edit: okay lol seems to have worked Unit sounds don't work anymore. I played with the sound settings (only ingame "options>gamecontrols") because the building complete jingle annoyed me so much. I only had options "off/synth/digital/both" that was the only change i made but going back to both or digital (then there is "construction complete") unit sounds are no longer present. Is there in the duneconfig something that i missed?
  17. I'm new here so i don't know how successfull people were in the last 17 years, because when i look for it, i find 2009 Articles. From what i understand Dune2.exe has to be edited and there is also an emc file in one .pak but i don't find guides how to edit that exe ... edit: i found some pdfs here and used chatgpt to help me with that. This Powershell command fixed the decay rate on concrete for me. (i played 1.07 US ). the shown path "H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE" is the one on my hdd. you have to change that to yours (also make a backup in case it doesn't work for you) $b=[IO.File]::ReadAllBytes("H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE");$b[0xF686]=0x90;$b[0xF687]=0x90;$b[0xF688]=0x90;$b[0xF689]=0x90;$b[0xF68A]=0x90;$b[0xF68B]=0x90;[IO.File]::WriteAllBytes("H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE",$b)
  18. Many thanks @Cm_blast!! Now up and running
  19. The usual to go on these things is to open the config file, there is an option in there that sais "single processor" or something along those lines. Try to unmark that and try again, if that doesn´t work try other options to mark/unmark and try again.
  20. ah, hello there you looking for the tileset or playable missions? well, I guess the latest update to the tileset (which is compatible with Klofkac's recently-released v3.0 version of the editor and game exe) is included with a playable... I don't even wanna call it a mission, it's an experiment more than anything xD but anyway... here's what ya do: hope that answers your question. if you need more specific and/or rapid assistance, you're welcome to ping @Fey any time in the Landsraad Discord server pinned on this forum, linked here: and I'd be happy to help ya out then. otherwise, good luck and have fun! these test maps are kinda rough around the edges, even the much-more-polished ArkDebut mission, but they should be a showcase of a buncha cool new stuff we got goin' on. tileset or otherwise
  21. Noob question, how do I install this?
  22. Is there any chance we could use this launcher with an existing install? It would be so much simpler
  23. Good evening all I was wondering if anyone else has experienced what I have this evening? I installed the latest version available (Dune 2000 Gruntmods Edition 1.6.7.exe), and everything seemed to install fine. I started playing (first time on this computer), I set the screen to the max resolution of my monitor and set to full screen, and when I had finished choosing the House I was to play as. Once it goes to the map showing the house occupation, the voiceover starts skipping/scratched record style (repeating part of a word over and over) and the game does not progress. This seems to happen even if I go back to the old school resolutions for the game (1280x1024, 1024x768 etc). Has anyone else experienced this issue in the past? How did you get around the issue. Thanks in advance for any help you can provide. Rob PC details: Windows 11 12th gen i5 RTX4060
  24. Are you sure the files you uploaded are the corrects? I wanted to check, and I found that every mission is exactly the same as the original, no more enemies, no different events, nothing at all. Only thing that it is changed is the briefing, that you put a few lines in there, but other than that, missions are 1:1 from the original.
  25. yes, although if I recall on that mission there is not 1 but multiple enemies at once (even if they share land, base or whatever). If you open the editor, and open the mission settings (F10), if you deploy the "play as:" if you choose either Fremen, mercenaries or sandworm, you will play with around 1/3 of the enemy base. Now, you need to do extra steps. Let´s pretend you chose "Fremen", on the same windown, on the top right left, press the "Fre" tab and swap that value I marked to "0", just to avoid the Ai to control the units not letting you play. And then, if you want all the other 5 to actually play (as one of them were the human), let´s say that you are doing this on the Atreides campaign. In this case, go to the Harkonnen, ordos or imperial tab, press the "copy AI" on the bottom right, then you go on the Atr Tab and then you press "paste AI". If you don´t do that, the "atreides" side won´t do anything. This is the screen on how to change to play as: this is how to make an AI to stop being controlled by the AI to let you play. This is to make an AI that it was human controller to have the values other Ais has to at least being able to play.
  26. CAN I PLAY WAR OF THE LANDSRAAD MISSION 15 BUT AS TILEAXU ?
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