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  1. Today
  2. level 5 is finished. the link in the OP is the same, but the zip was updated here's the changelog: SARD 05: Imperial Rage no recorded test runs from others yet, but I did my own. for however long this link stays up, here ya go: level 5: https://streamable.com/a6ad6g even if you checked under the dev commentary spoiler above, you may not expect that the drop at 6:20 was actually... that's all for now. have fun!
  3. Last week
  4. Some of the "game rules" were designed for the Metra-scale maps (where a single industry/station building really can fill multiple squares), but they're enforced on even continental-scale maps (where multiple stations and the largest railyard in the world could fit inside a single square). Perhaps the game could benefit from giving each map some metadata that includes its scale so that the blocking and turning rules can change.
  5. My feedback is "Thank you." With all the talk about AI decompiling and reverse engineering I see daily (Pokémon just yesterday), I had the idea of coming to this forum and I'm glad I see someone making some strides. I think fixing little annoying things will be a big improvement. I haven't played for 2 years but off the top of my head: Each 45° turn has the effect of 2% grade when it should be 0.5% at most for any curve, no matter how close together they are. The fact that trains obstruct intersections feels excessive. Same for broken down trains. Is it true the economic cycle follows your personal situation in order to harm you? I couldn't believe it when I first read it but with time found it more convincing. A second station in the same city/industry creates its own demand. Silly! Irregular production rates. I don't have a big imagination so I will leave new features proposals to others. What Jeffry said about fleet management (or just the auto renewal of locomotives) sounds great.
  6. My ideas are laid out from the beginning of this thread. Off the top of my head: Bug fixes, like not jamming a train when its engine is replaced during a reversal (train turning around and overlapping itself). Also: When passengers become scarce, make sure that various cities produce them slowly but steadily instead of all at once rarely (i.e. randomize the houses so they're not synchronized). And then there's the phantom farm crash, and train-list data corruption after a train is deleted. Also: Computer players should replace engines based on *engine* age, not *train* age (after a few years, they replace engines *every* year!) Then there are productivity enhancements like being able to filter the train list by age and engine-type and then select-all or select several to replace many engines at once. It would also be nice to filter for various common train problems (like waiting empty). Document trigger & event mechanics (or internally comment code) so scenario designers can properly tune events. For instance, if I execute a series of events that discount track-building cost by some percentage, how do those percentages stack? And after the game has stacked several (maybe a lot of them), how would an adjustment the other way affect the total? And then there's the mystery of which adjustments scan be applied per company / region / global / player, and then how they stack if applied at more than one level.
  7. "I plan to release the project as open source if I can obtain permission from the rights holder." I first tried to identify the "rights holder" over a decade ago, and the likely companies deferred to one another. Take2 supposedly bought out PopTop, but when approached insisted they'd sold the rights on to a Sid Meier project (that eventually became his quickly-forgotten model-RR type game). When I contacted Sid Meier's company (forgotten its name), they insisted that they had zero RT2 interest, ownership or original source code. That leaves only Steam (and any other distributors of the original game) as stakeholders. They have contracts with somebody, so they're the ones who might complain if RT2 is re-released. You might approach Steam and at least one vendor of the disc-based game, pitching your open-source idea as an expansion that would drive new sales. The knee-jerk reaction will always be cease-and-desist, because that's how lawyers "think", so don't be discouraged. However, if you can get past the non-thinking lawyer level, then you might get an intelligent reply from an actual business person who thinks in terms of opportunity rather than status quo. If you're outside the US, you have more flexibility to go for an "asking forgiveness is easier than permission" path to the open-source add-on result.
  8. levels 3 & 4 are finished. the link in the OP is the same, but the zip was updated now for some info. first, here's a changelog for general adjustments and levels 1 & 2: SARD 03: Cutter Teeth SARD 04: Skullcracker oh yeah, and although Nguyen or other testers haven't recorded runs just yet, I've got some test runs right here. streamable links will expire eventually, but by whenever it is that that happens I'll surely have edited this post with Nguyen's runs. he always comes through level 3: https://streamable.com/rfved4 level 4: https://streamable.com/j4oegl these clips were of earlier drafts. certain things are different in the current result have fun! there's a lot to play around with on level 4. even if striking out early on hard mode isn't really feasible, it's possible on normal and especially doable on easy mode EDIT 10/15/26: uhh... it seems I forgot to include the SOUNDS.RS in the zip. whoops. that'd be why a buncha sounds are missing. I'll patch it properly later; for now, just drop this under CustomCampaignData > FeyArkanon > Ark01IS > GAMESFX and/or GAMESFXEng <ATTACHMENT REMOVED> friendly reminder that this file, being attached directly to the forum, will appear to be missing or unavailable unless you're logged in if that's a problem, swing by the Landsraad Discord server pinned at the top of this forum and poke me there if ya want. I listed it there first when this issue was discovered I was also made aware that level 4 accidentally calls for the wrong color file. it won't stop the map from launching or anything, it'll just make the AK gray instead of pink as the vanilla color is used instead. so dw about it lol EDIT 10/18/26: level 5's out and the zip's updated with the SOUNDS.RS in the right place. the above is no longer a problem!
  9. Earlier
  10. Hello everyone! I'm a longtime fan of Railroad Tycoon II, and I've been working on a reimplementation of the game using the Godot engine. I plan to release the project as open source if I can obtain permission from the rights holder. The port would require assets from a legally purchased and installed copy of RT2 — no original game assets would be distributed. If permission cannot be obtained, I plan to turn the project into a standalone game with original assets, preserving the mechanics of RT2 as closely as possible. Community feedback is very important to me. Alongside the classic mode, I'd like to introduce an expanded mode with additional features and mechanics that were missing from the original game. I'd love to hear what improvements you'd like to see. All ideas, suggestions, and constructive criticism are very welcome!
  11. are you attempting to launch multiplayer through the in-game menu? it should work outta the box by launching through C&Cnet. just keep in mind that C&Cnet messes with things in order to prep the install for multiplayer, so I would advise keeping a separate install for multiplayer and one for single-player
  12. Good afternoon, everyone. I’d like to know if anyone else has experienced what I’m going through tonight. I installed the latest available version (Dune 2000 Gruntmods Edition 1.6.7.exe), and the installation seemed to go smoothly. I started playing (it’s my first time playing since formatting my computer), adjusted the resolution to my monitor's maximum, and enabled full-screen mode. However, right after selecting "Launch Multiplayer," the game didn't proceed, and the following messages appeared: "Update failed... Please check your connection, Anti-Virus and Firewall settings! An exception occurred during a WebClient request." "Warning, playing older versions might not work properly (incompatible game files)! Would you like to connect with the old version anyways?" "Error: game files not found! The client will now reset all important files and restart..." "An error occurred; please provide the logfile to FunkyFr3sh. Configuration system failed to initialize" Has anyone else encountered this problem? How did you manage to resolve it? Thanks in advance for any help.
  13. Using it with an existing install would definitely make things easier, especially for people who already have their game and mods set up. Being able to point the launcher at the current folder would be really convenient.
  14. Hi, I made a remake of the classic Dune II, featuring the original campaign, modern controls, advanced AI, multiplayer, and a scenario editor. It is completely free. If you enjoyed playing the original, give it a try. I hope you’ll enjoy it! Dune II: Resurrection
  15. Hi, I made a remake of the classic Dune II, featuring the original campaign, modern controls, advanced AI, multiplayer, and a scenario editor. It is completely free. Dune II: Resurrection
  16. Thanks man. Well it's been another bunch of busy months and much to my surprise PC Gamer UK & US decided to publish a special report on my Civ2 Heroes 2 mod (posted earlier in this thread) and also covered my other Civ2 modding work such as the CnC scenario above and my up and coming Red Alert 2, Dune 2, and Sid Meier's Alpha Centauri scenarios for Civ2. So I guess I better hurry and release another mod below heh! This time is another big one, the Red Alert 2 Siege of New York scenario! RA2 Final Dev Diary 07 – Sounds, Videos, GUI, Diplomacy & more for the Civ2 C&C Red Alert 2 Scenario: In this final seventh dev diary we overhaul and finalise all the sound effects, videos, GUI colours & backgrounds, diplomacy, and city building icons with RA2 assets. https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/final-dev-diary-07-sounds-videos-gui-diplomacy-more-for-the-civ2-red-alert-2-scenario . RA2 - Civilization 2 Red Alert 2 Siege of New York Scenario Release: Yes I’m finally also releasing my C&C Red Alert 2 Siege of New York Scenario for Sid Meier’s Civilization II Gold (MGE). This project was a rather ambitious attempt to recreate and expand upon the first Allied siege of New York mission from Red Alert 2 using assets from RA2 and some of the best fan projects out there, all entirely within Civ2! https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/civ2-red-alert-2-scenario-release
  17. Yeah, dato did a very good job on that one.
  18. The mobile version is also very close to the original. But you have only one setting for that one.
  19. I didn't play it myself either. It is too generic. I rather have a full fledged RTS game again. Even if it means telling the story all over again. Something along the lines of Dune, Dune 2(000) and then EbfD remade or something. That would be neat.
  20. yeah or the Dune2000.exe, rather SOME features, like unit queues, are set up on a per-map basis for reasons like preserving the mappers' original intent and balance and whatnot on maps designed without queues in mind. hence why those would need to be added via the ini on a given map YOU want queues on. other quality of life hotkeys like type select (W), all units with unarmed exception (alt + E), deploy (D, but you need to delete the WOLProposeDraw line from your Dune2000.ini for that to work properly), that nifty B hotkey for repeatedly spamming certain kinds of buildings... all those are just baseline now
  21. Just overwrite the dune2.exe? That's all I need to do?
  22. eh? yeah, you just overwrite the game exe I've run it on either modern version of d2k, gruntmods or dunemaster. and the current 1.6.7 install of gruntmods uses a prior version of Klofkac's advancements - this is just a later branch that gruntlord and dato haven't placed in their install packages yet
  23. Well, has anyone actually played it? Has it gotten any better over the years? I signed up and played a free alpha of it what must be a few years ago now. It seemed OK but it wasn't exactly drawing me in. I didn't really go back to it.
  24. But is this compatible with the GruntMods version of Dune 2000? It sounds like not, from the earlier posts in that thread.
  25. Usually Ms-dos games have a "setup" so you can select soundblaster, adlib or other options, usually games come with soundblaster by default. I can send you that specific page that has the game portable and working (and I will tell you how to increase the cycles to avoid game slowing around past mission 3), or the harder way is you installing dosbox, downloading the game and doing all the Ms-dos commands required, depending on how you deal with that can be rather easy or hard. The easy game will be in spanish unfornatelly, but these may be the only options to play the original thing. Dosbox + game (and knowing to put commands), not extra things, but just know how to enter the folder and executing the game using Dos commands. Or... if you even have any windows 95/98/XP emulator that you use for other older windows games, game can work there way easier.
  26. oh, that's great! I'm glad to hear it suits your purposes aye, dato gets too little credit. everybody stumbles across gruntmods first, and gruntlord does good work too, but we gotta shout out our boy dato!
  27. it's this one I linked up there I left details in the latest post in that thread on enabling queues sounds like you've gotta enable cutscene stretching. in the Dune2000Config executable, click advanced settings, go to the video options tab, and check the "Cutscene Change Resolution" box. that should solve the problem otherwise, you could try setting up custom scaling through ddraw.ini. in your Dune 2000 directory, at least after you mess with the config exe, there should be both a dune2000.ini and a ddraw.ini. you can set GameWidth and GameHeight in the former and what you want it stretched to in the latter. for instance, try 1056 x 588 in the former, then width 1795 and height 1000 in the latter. and that'll make the game almost 2x zoomed, like this: which should affect everything in the game, including cutscenes. the original resolution of the game is 640x400, but that allows for only four icons on the sidebar the reason for the weird dimensions I suggested trying is because a new sidebar icon will only appear if there's enough space vertically, so if those dimensions are off, the sidebar will be screwy. as for horizontal, if those dimensions are off, there will be space between the sidebar and the battlefield. 1056x588 is one of those perfect combos that isn't too zoomed out, but still provides a good eight icons on the sidebar eh, idr how this'll work out in fullscreen though. I play in windowed to test crap all the time. anyway, I hope that helps
  28. I just tried it out. Beautiful. And plays perfect in 3440 x 1440. It is somewhat stretching the movies but I can't complain much. You guys are amazing for making this happen.
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