All Activity
- Today
-
RRslowM joined the community
- Yesterday
-
pryland joined the community
-
This is a post done for preservation purposes. Player House: Atreides Game Speed: Any We have an emergency, the Harkonnen made a move on one of our regions and have damaged our long range radar. We are unable to reach the nearest base for reinforcements. We sent most available troops from the secondary position to support the outpost. Unfortunately we have been informed they have been ambushed. Things look dire... Once the initial attack is repelled we can start repairs and see about sending a message for reinforcements. If that Outpost is destroyed we will have no way to hold off the enemy. Objective 1: Protect the Outpost and Wind Traps Objective 2: Eliminate Harkonnen forces ||| Difficulty differences ||| == Easy: - AI slower build rates - AI build rates do not change - Less enemy reinforcements == Normal: - AI moderate build rates - AI cash bonus - AI build rates increase during the mission - Moderate enemy reinforcements == Hard: - AI high build rates - AI more cash bonus - AI build rates increase during the mission - high enemy reinforcements Download file: Distress.zip
-
This is a post done for preservation purposes. Player House: Harkonnen Game Speed: Any We've found a large Ordos base providing reinforcements and supplies to their frontline base. This base is making it difficult to launch effective frontal assaults. Taking this out will result in a huge blow to Ordos forces. We've set up a small outpost near your dropzone, they will be coordinating small attacks against the enemy which will hopefully take some pressure off you. The battlefield is an ever changing place commander, remain vigilant to new options of opportunity. Objective 1: Destroy the Ordos base ||| Difficulty differences ||| == Easy: - AI slower build rates - Default enemy reinforcements - More friendly units == Normal: - AI moderate build rates - AI moderate cash bonus - Moderate enemy reinforcements - Default friendly units == Hard: - AI high build rates - AI high cash bonus - AI main, free cash on intervals - Extra enemy reinforcements - Less friendly units Download file: Profiteers.zip
-
This is a post done for preservation purposes. Player House: Mercenaries (Tech 2) Vs 2 Harkonnen (Tech 2,2) & 1 Emperor (Tech 2) Objective 1: Escort the Survivor to the outpost base Objective 2: Destroy all enemy light factories Objective 3: Protect Smuggler light factory Game Speed: Any Trying out the new minimap pings as well as trying other trigger types in the editor. The mission isn't very difficult outside of knowing the escort route. Also you don't have to destroy all the enemy bases. ||| Difficulty differences ||| == Easy: - No enemy escort attackers - AI slower build rates == Normal: - Enemy escort attackers - AI moderate build rates == Hard: - More enemy escort attackers - AI higher build rates Download file: ReconStrike.zip
-
This is a post done for preservation purposes. Player House: Atreides (Tech 5) Vs 3 Harkonnen (Tech 6,5,2) Objective: Destroy the Harkonnen Game Speed: Any This was an attempt to make the AI more challenging during the mission instead of relying heavily on reinforcements. I wanted to encourage armies vs armies instead of the player hiding behind the walls until they amassed a large army. Sort of worked but room to experiment more in the future. ||| Difficulty differences ||| == Easy: - Gives you a partial base - AI doesn't get tougher as the mission goes on - Extra friendly reinforcements - Less enemy reinforcements == Normal: - Gives you some base defenses to start - AI gets tougher as the mission goes on - Moderate enemy reinforcements == Hard: -Build speed penalty is removed, its the same as normal difficulty. (Hard Mode costs untouched) - Only get 2 wind traps to start -AI gets tougher as the mission goes on but the rates are more -Extra enemy reinforcements and some extra waves not present on the other difficulties. Download File: DefenceIntoOffense.zip
-
This is a post done for preservation purposes. Outpost Wars 2.20 Note: Ordos are not available on this map. Outpost Wars 2.3.0 by Helkor What's new in 2.3.0: Sardaukars was replaced with Fremen to prevent different fire rate when players take different sides. Shop zones was reconstructed to prevent Fremen death from unit explosions. Your shop units and Sietch no longer surrender after defeating an enemy. Minor map changes for balance. Note: Ordos are not available on this map. Download files: outpost_wars.zip - By Helkor outpost_wars_2.3.0_by_Helkor.zip - By Helkor
-
This is a post done for preservation purposes. These few missions have done by multiple authors and published on the discord. I am uploading them here to become available on the forum and more easily searchable on the index. They were posted with not much info about themselves, so there is a mix of vanilla and modded maps. Intruders Sietch by DeeKai --- 2v4 coop mission Intruders_Sietch.zip The Dragons Showcase By The Dragon --- The Showcase map for my addons mod that will be used for my campaign (the base of the mod was Fey's mod) Updated version The_Dragons_showcase_map.rar Unexpected Assault By PsycHo --- This is more of a test map as I was getting use to the editor, so don't expect a challenge map, the map is a fully playable mission where the Harkonnen attack a Ordos harvesting base. should be a classic vanilla experience. UnexpectedAssault.zip Exhibice By Neme --- It is modded. Exhibice.zip The Tleilaxu Infiltration By Neme --- It is modded. The_Tleilaxu_Infiltration.7z Emperor on the Battlefield by NewName --- Not modded. Emperor on the Battlefield.zip The House Ordos - Mission 1v2 by NewName --- its new map. I wrote down everything I thought was important in the note to make the game a little easier. Side: Ordos Enemy: Harkonnen, Emperor Neutral: Smuggler Tech: Mission 6 The House Ordos - Mission 1v2.zip Mirror Match by Fey --- a skirmish map Mirror Match.zip
- Last week
-
Quadruplex joined the community
-
Derry07 joined the community
-
sdsds joined the community
-
Fey started following [WIP kinda] Arkanon tileset
-
for those with no attention span or who are only having a glance: THERE IS NO PLAYABLE CONTENT JUST YET! I'LL BE EDITING THIS POST WITH THE DEBUT MISSION LATER! UNTIL THEN, THIS IS MERELY INFO ON THE NEW TILESET AND BASIC ASSETS FOR MAPPING WITH. hallo. this thing is almost done, so I guess I'll put it out there kinda sorta maybe a little. technically the tileset is complete, but I'm still working on the playable example mission, and I'll be continuing to make tweaks to the tileset until that's done, so... ya know, it ain't official just yet anyway, here's a full map image of the current state of the debut mission-to-be: and here's an image of just the starting area. this is the sort of thing that will be pictured in the tactical map, so it's not a spoiler. I mean, you clicked on this thread to get a look at the new tileset, yeah? surely this is fine! nobody had better come complaining to me later about spoilers when I hid the full map image!! this tileset is hand-drawn primarily by ZoeO, AKA my sister who did the lovely splash art for the Summers' Solstice campaign, among other things like those new Barracks we've been seeing in-game, the new smuggler sand mouse or mercenary rock dragon minimap emblems, and more this download link is for d2k editor v2.0-compatible mapping assets. again, nothing playable here just yet. if you're a mapper and want to mess around with the tileset, knock your socks off. you can find a summarizing list of credits under the FAQs section around the bottom of this post. also included are .r16s of the recolored crater assets. auto-smooth works for water and water bridges too, making that easier to map with https://drive.google.com/file/d/1Gb2I4-xpLj1UG5rShNWdwna-RSloT6yG/view what's auto-smooth? it's that feature you might be familiar with from Arrakis maps that automatically paints borders. shift+click the edge of a whole buncha painted water tiles like the first screenie here, and you'll wind up with the second screenie. makes painting water or water bridges very simple and easy EDIT: I was made aware of an issue with auto-smoothing on vertical bridges. for some reason I'm not yet aware of, horizontal bridges are auto-smoothed perfectly around water, but vertical bridges are not. you can paint a vertical bridge on any other terrain, auto-smooth it there, and then use select mode to drop them where they're meant to be. my apologies for the inconvenience. also, the bridges MUST be square! they don't have turns and whatnot! before I continue, here's a clip testing the first five minutes or so of the debut mission-to-be https://streamable.com/04dlae this streamable link will expire eventually, but it's here for now to give a peek at what will be the first playable mission, by me at least, on the tileset it's rough around the edges and totally unbalanced at this stage. my intent with this test was merely to examine the macro game rebalancing, and I got a pretty good look at how the early game goes. very safe build order, lots of production off two refs and four harvs with hard mode's build costs, and I would have had more income after getting a couple of rigs up on the southern island. when I tweak the AI so they don't send end-tech stuff in their first attack, this should feel pretty good anyway, below is a list of features, some purely about the aesthetic and some involving concepts and plans I have for this tileset. no spoilers, really, this is just hidden for the purpose of sectioning and condensing the thread. it features: I've been detailing progress on the creation of this tileset in a dedicated channel over in Feda's Landsraad discord server. if y'all wanna check out my diary, you can find it there. spoiler alert, obviously, but you could hang around the server anyway for all sorts of other d2k stuff. here's a link to the pinned thread which itself has a link to said server: I'll go on to elaborate on the development process and list answers to some frequently asked questions here though first, here are a buncha development screenies. apologies in advance for crashing your computer if you look under here; there are a ton of images. I guess maybe it might help that most of them are hidden under secondary spoilers? maybe? it is impossible to fathom how much effort this was without witnessing the absurdity of the development process. this is the extent of my sister's generosity - she's owed our highest praise for all her hard work! and I make sure any she receives is passed along to her, as she doesn't frequent this locale I will be doing my best to justify all her efforts: make this tileset simple to draw for other mappers through carefully customized editor presets, come up with remaps for Arrakis tilesets so they can be quickly converted, characterizing it strongly through a passionately-crafted series of campaigns including old and new factions... all that stuff here are some FAQs that's all for now. check back later for the debut mission. I'll be sure to edit the thread's name when that's ready
-
Gordon joined the community
- Earlier
-
thank you very much! PsYcHo did great work on their voxels it's a process, that's for sure. creation of the voxel, polishing and recoloring, frame alignment and adjustment, there used to be palette conversion issues to deal with... the palette differs for each structure. the colors are all defined by their position in the palette, and can be customized. there are some new units that have green faction color pixels and dark blue shadows doubt not at all, Falcon if you still have those, I would love to see them. can't promise anything with regards to implementation, but... the campaign PsYcHo used the new hovertech units in is a smugglers one. as for my intent, the two hover units seen in that clip will be the main battle tanks or long-range fire support units for the new 'native' faction on Arkanon. they can be ordered at the Starport. notably, hovertech is incapable of crushing infantry, meaning this faction will feel even more different than one might expect from the original ones there are plenty of counterbalancing factors, of course. their infantry units (when they're done) will be well-rounded and compete with the Sardaukar, their Siege Tank equivalent unit emerges from the Light Factory, uhh... but, you know. and yeah, they'll get Harvesters and high-end tanks that can crush stuff, not that that really matters cuz those are slow units but yeah it occurs to me that we've been off-topic for a while now I'll see about making a proper thread for this tileset now that news of its existence is out there. we can continue on this subject over there, and I can update that thread with the proper release in due time I'll edit this post with a link when it's done, or reply with a link later EDIT: got that thread worked up. now we can discuss this stuff somewhere relevant https://forum.dune2k.com/topic/37027-wip-kinda-arkanon-tileset/
-
Holy hell! Love those tanks! Looks quite ixian to be honest. I wonder about how hard is to make new sprites. I made those static buildings and mix-and-match were damned. I am not sure I used the proper whit-grey colours what the game (theoretically) swap to faction colours... Maybe +3-5 frames per buildings could work ingame, not sure. I usually just tinkering around but rarely implement anything in games myself. I once made some unit sprites for someone. Have no clue if he may succeed to insert them ingame or not. I may still have those sprites somewhere if anyone interested (doubt so?)... What I wonder since a while is... Well, I saw tons of new units in the different scenarios like AA-tanks (legion gatling or what), RPG quad, flametank... I would love some scenario what let the player build or access via Starport for all those new units! I could imagine some nice assault groups with them.
-
thank you very much! my sis worked hard on this tileset I hope it goes to great use for other mappers as well. I have much planned for it, myself. there are even some alternative colors for those pink salts there, like RA ore gold or TS tib green or blue well, it wasn't just my sis, but it was mostly her work. I'm handling the implementation and technical end of things, of course, and I did minor touch-up work on many of the tiles. the water assets are Kipp's work, and they've been seen before in some SS maps or in other campaigns, like Flippy's Great Battle of Arrakis campaign. Kipp kindly provided some recolors of the water for me, and I took the one that most people seemed to like (by a narrow margin, there were some great other options) and blended them with the new salt flats terrain, the sand-equivalent tiles. my sis touched them up further with some faded purple highlights, like those subtle colors that can be seen in the cliffs and shale/flats borders it took many drafts and lots of testing to shape it up 'til this point. to give an idea of how exactly she went above and beyond... Westwood appears to have worked off one thin Spice tile and airbrushed around it to make the various thin Spice tiles we see in-game. the pink salts on Arkanon are individually drawn, meaning we get to see them shifted around and take on all sorts of shapes as Harvesters suck them up streamable links expire eventually, so at some point this video will no longer be available. that's fine, this is just a look at the debut mission I'll be releasing along with the tileset. I can just link to the dedicated thread here when it's up at some point hopefully soon https://streamable.com/04dlae the map isn't balanced yet and the enemy currently sends end-tech stuff for their first attacks, so of course I get my butt kicked. xD I was only trying to see how the new economy and macro balance work out in the early game. it seems player income balance is pretty reasonable! that was a very safe build order, lots of infantry and a few tanks produced, and I would have had more income after getting some rigs up on the southern island. just gotta tweak some other parameters to make it fair game anyway, the clip also showcases in-game features. about the tileset specifically: the way the salts look being harvested on the left side of my base, the recolored craters, build spots specifically drawn for Mining Rigs to generate infinite funds (because Spice blooms are not meant to be used on this tileset, or at least I don't intend to use them, so the resources on the map don't regenerate), water being traversable by hovertech... lotsa stuff as a side note, those new units are primarily PsYcHo's work. I touch up all the new spritesets with shadows, removing erroneous pixels, polishing faction color, that kinda thing. Klofkac has been helping design and streamline their more advanced systems, like their hovering animation and, uhh... well, the shield system doesn't quiiite work yet, those units are way beefier than they should be in this clip, but we expect to iron out the kinks in that system without too much more effort. the shields are very new, I only drew those up recently, but the hovering animation appears in PsYcHo's mini-campaign for sure. and, umm... my sis generously provides sidebar icons for the new units. they've already made an appearance in PsYcHo's mini-campaign, which is linked in that Landsraad disc server. hopefully Cm makes a thread for that soon ayyy, zerg stuff that looks pretty interesting! I like how the Refinery came out, especially. the Extractor assets look really nice arranged like that
-
Wow! Some nice looking terrain! I never tried to create terrain but a few years ago I mixed some Tleilaxu buildings...
-
thank you so much! I'm really glad you enjoyed it! I hope it felt appropriately balanced throughout. I did try to differentiate adequately between and maintain reasonable expectations for the three difficulty levels ah yes, that system was a fun experiment. ever since creating it, I've wanted to use it in an entire campaign the revamp? it's already been completed for SS, a long time ago this latest patch was simply to backport some new features Klofkac added, like those lovely new minimap pings, or the weapon behavior he designed explicitly for the SLasher I plan to use the dual faction system in the Arkanon series' mercs/smugs campaign. that tileset is not yet officially released, but my sister has finished hand-drawing it and I'll be making a thread with an example mission, remap inis to convert Arrakis maps, and other stuff like that before long. by the way, we also have the potential to expand tilesets now, meaning we can have a bajillion terrain assets on a single map. this tileset will have a vanilla-compatible version too just in case, though. anyway, until then, here's a sneak peek at it: this debut mission will not have the dual faction system because it's meant to showcase the new faction native to this world, or at least most of their roster, but yeah I've been documenting progress in a dedicated channel in the Landsraad discord server. Feda's thread with a link to the server is pinned here: so, feel free to drop by if you'd like more info
-
Summer's solstice campaign were excellent! I played through all the missions (I admit a few I could beat only on easy) and it were a trully outstanding experience! It were a surprise that I could switch between the two allied factions but as far as I experienced it had but fun-factor. Maybe in the revamp this feature could have some real use? Like key element in some point of a mission? There is just way to much unexploited opportunities in this trick!
-
The player is always the target of every AI, it has lots of priority. Unless the creator of the mission put your ally way foward, or generate carryalls dropping units near your allies, it is unlikely that the CPUs will even target another CPU. Airstrikes and Death Hands is the same. There is a chance they go against your ally and not the player, but you must have a small base or almost no units for that to happens. It is possible to encounter a mission with an enemy AI using airstrikes or death hands against your allies and never against you, but those are using a trick by making that AI ally with the player. But by default you can expect yourself being the target on everything.
-
Duke Falcon changed their profile photo
-
Damn, bad news! That smuggler mission seemed promising with sneak&seize beginning! I think the source of troubles remain a mistery then as it's the launcher what crash. Whole game need to restart - albeit strange that on the different maps such things always happen in a given time interval. But it seems some troubles trully tide to AI. When the player has a larger base with more units such crashes are rarer. Oh! The very last mission of the War of the Landsraad, where everyone vs Bene Tleilax... The Ordos version... Is it intentional that noone attacks their base? No ground forces, no airstrikes? Playing as Harkonnen or Atreides my bases were at least bombed. Not to mention the stealth raiders what essentially insta-win for Ordos! You just gather 10-15 and hunt down the tleilaxu CYs and Repair pads then just let the other forces finish the job!
-
Neme changed their profile photo
-
Sometimes missions may crash and we don´t know the reason, the timed based campaign is a very early campaign that somebody did and last time I ported to work with the launcher (you had to overwritte the original missions if you wanted to play that campaign back in the day it was done) game also crashed due way too many units to me. Unfornatelly, I cannot fix that withouth fully altering the map that somebody else did, I don´t know if you are suppose to be way more aggresive or something, I would simply just ignore that mission and play something different. For the another mission, sometimes crashs happens because the AI has trouble navigating, maybe it has way too many units on the base (so units push each other trying to exit and game goes crazy) and sometimes the game crash for no apparent reason. Now, it is important to note if the crash has an actual windown error or not. If not, most likely the game did something weird (Ai pathing, AI units having issues navivating or just a random crash we don´t even know), if there is an actual error message like "reinforcements have nothing to deliver" then maybe the mission has an event set wrong and will always crash on that instant. The message can vary, but if there is a message and everytime the number after it (it tells you when it happens in the game) is very similar, then you can expect that will always will happens.
-
Kelsaik changed their profile photo
-
Greetings! I play D2K online since a while and met some missions what cannot be finished! One, most notables are smuggler missions. One is "timed mercenary defense mission 9" or suchs. The mercenary player just accumulate hundreds of units and make the game crash! Another one such mission is where the smuggler player teamed up with Sardaukar, Harkonnen, Atreides and Fremen against Ordos and Mercenaries. After about 10-15 minutes that mission always crash. What is strange because the "fremen" version of that same mission worked perfectly. Thanks!
-
First of all, thank you for your extraordinary work! I have a slight issue with the map display before selecting the location for the next mission. In the original game, I could see the colors of the factions progressing. However, here, even though the audio commentary indicates the progress of each faction, I can't see it until I reach the static image of the menu (selecting the next mission). This only occurs during the “video” phase of the comments (when colors appear on the map). I hope my post is clear enough :)
-
Yes, the dating is obviously wrong and Brian and Kevin didn't bother to correct it. It should be 107 BG for chapter 1.
-
Well said! The feasibility of tunneling depends on map-scale. In Metra mode, a whole system should be possible underground. On a continental map, tunneling under even one square (six miles) would represent one of the longest tunnels in the US. If the game did have tunnels, then I'd allow only electric track and locomotives. While some steam and diesels can / do use tunnels, there are many places (e.g. under Manhattan and the Hudson) where heat and fumes caused so many problems that electrification came quickly. I'm not sure that max train length needs to be explicit. Loco strength vs cargo weight alone effectively limits length already.
-
I stumbled across the Railroad Tycoon 2 untold strategies document again and noticed there was a wishlist section at the bottom much like this thread, with an additional list of things the author thought were not good ideas. Personally, I think most of them could be implemented in modified forms, with the option to turn them all off and play a purist game for those who want to: Tunnels would be a nice QOL feature, but it's definitely true that having hundred-mile long tunnels would be unrealistic. Tunnel lengths could be severely restricted to address this, with longer (but still reasonable) tunnel lengths possible in the 20th/21st centuries. Maximum tunnel lengths could be an editable scenario/mission property to reflect the different scales between maps. The max train length could be shortened in the early 19th century, and gradually lengthened over the course of time. Spitballing one possible implementation: 3 car maximum in the earliest years, 4 cars max before the 1850s, 5 cars max from then until the 1900s or 1910s, 6 cars max until the '40s or '50s, 7 or even 8 cars max in the late 20th century and on. It would certainly depict the increased hauling power of locomotives over time. However it might also interfere with the difficulty of "loads hauled" goals for scenarios/campaign missions. Adding two engines on one train might add a little complexity, but I think it could be a viable option once electric locos are established and beefier diesels come out in the mid 20th century (the option would not be available for steam locos). It would increase speed a bit and increase traction a lot, making steep grades less of a problem, but it would take up a train slot meaning you'd be sacrificing a cargo car. The F3A+B is basically this but in the form of a single discrete locomotive, so perhaps the option could become available for subsequent diesel and electric engines. I fully agree that making the player carry empty cars back to their origin is a dumb idea, so I have no suggestions here. RT2 doesn't reach that level of granularity. My own humble suggestions would be: Add freight/switching yards as station buildings to increase turnaround and overall efficiency. The whole station upgrade screen would probably need some QOL/overhaul work put into it for any hypothetical OpenRT2 though. UI and in-game menu graphics changing to reflect what era the player is in, eg. the stock market screen going digital in the '90s. The 19th century style still looks good but it's not exactly fitting for scenarios set in, say, the 1990s. This is an art project more than it is a development thing though, so YMMV. The game's bluegrass music while excellent has the same, er, issue, but I usually just listen to external music in those cases.
-
trar changed their profile photo
-
This mission has recieve an update. The main short campaign was short (only 7 missions, 6 if you don´t count the first one) but really hard, so the single mission was on the same level on even harder than that. I found it that it is a really fustrating mission to play, and now the Tleilaxu campaign is both larger (20 total missions) but way easier, so I wanted to tone down the difficulty on the single mission to match a bit more how the difficulty is now on the main campaign. Also, I gave the enemy the same custom color from the main campaign (and the tleilaxu plague 2 single mission sequel) plus the axlotl tanks instead of barracks to match the same mission you play on the main campaign. The new version requires the current up to date exe in order to work, but I decided to keep the old version just for the people that just want to play the challenging one instead (any version of the exe or your dune 2000 would probably will work with that other version just fine)
-
First post has been updated with a new version of the single mission. With the current exe of the game some spice tiles become unreachable, making both player and AI harversters to get stuck easily. On top of fixing that, I altered a bit the mission to make the early going to not be that punishing, and a few other quality lifes. Overall the mission is mostly the same. Another small fix, opening the briefing midmissio would crash the game, now you should be able to check objetives while in mid-game.
-
It's not the games that get old.. Just the players What looks to be a potential nod to nostalgia, I've been finding myself going back to older systems a lot! It seems even dune2 on Amiga is getting some rework by one of the original developers. For me, knowing there will be an original mode complete with old bugs, Yep! And a new mode with ui updates to make the game a bit more accessible,Skirmish, Multiplayer maybe? As for the Ebfd server, last i heard was Kindjal poking around with something.. about 20 yrs ago...he still alive perhaps maybe?
-
Not sure where you'll find it for download, but you can play it online here: https://playclassic.games You'll find it in the RTS section. I recommend the Vivaldi browser for the best stability.